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[d20 / D&D 3.5] d100 NPCs Thread

Turanil

First Post
Well, here is the idea: lets create Various d20 / D&D 3.5 Everyday Life NPCs.

The purpose of this thread is to create a stat-bloc document full of everyday life, common people of various sorts. This would help DMs to concentrate in creating villains and adventure, and spare the time devoted to create generic NPCs such as merchants, soldiers, thieves, local nobles, magistrates and the like.

Many of you already know Everyone Else, a PDF with numerous stat-blocks of various sorts of commoners. However, this commercial product provides only generic characters of the five NPCs classes (adept, aristocrat, commoner, expert, and warrior), and usually of levels 1, 5, or 10. On the other hand, in this thread you may add NPCs of various "adventuring" classes (such as clerics for priests, rather than adepts; or fighters for soldiers instead of warriors), not just NPC classes. Furthermore, they can be of various levels. Nonetheless, keep in mind that this thread is not intended to provide with adventurers or exceptional characters, but people with mundane lives. As such, you could add a 5th level wizard for instance, but one who makes a living as a public writer or local fortune teller, and knows a few simple and utility spells, not an adventurer throwing fireballs.

--Background: Keep it short and generic enough so DMs may read it in a glance and easily improvise upon it. Lengthy backgrounds tend to be an hindrance right in the middle of the game.
--Classes: It would be best to restrict this thread to classes and prestige classes from the PHB, DMG, XPsi, as well as Unearthed Arcana, Complete series, Eberron, and Arcana Unearthed by Monte Cook.
--Abilities: Common people should preferably have mundane ability score. The typical soldier probably has 14 in Strength and Constitution, and lower scores everywhere else. Of course you could have a NPC with 18 Strength and Consitution, but he must be special and unique, like the local strongman who is especially strong, but also dumb and clumsy.
--Equipment: Keep it simple, and few magical items. Also don't include bonuses afforded by magical items directly into BAB, saves, etc., but put them in parenthesis.

Once this document reaches 100 entries it will be turned into a PDF that will be made available for free to anyone on the Internet. Please respect the following format, to ease my job when I make a PDF of this thread. Note that if this thread has a great success, it needs not be limited to 100 entries, and could have many more!


FORMAT (Note: suppress the / of the first [/X]of each pair of [/X])----------


#00 - [/COLOR=Yellow][/B]ENTRY'S DESCRIPTIVE NAME[/B][/COLOR]
[/B]Class(es) and Level(s)[/B]; Source (PHB, Arcana Unearthed, etc.)

Short description of this unique or generic character. You may describe the typical and simple behavior, type of work, where they may be found, etc. Remain generic so it could apply to several different persons.

[/U]Alignment:[/U] LG, N, etc. (blah blah)

[/B]Entry's name:[/B] Race and Class Xth-lvl.
[/B]Combat:[/B] AC= XX (touch XX, flat-footed XX); Hit-points: XX; Initiative: +X; Speed: XX; BAB +X /+X, Grap +X, melee: +X/ +X (dX+X, critical, weapon used), ranged: +X/ +X (dX+X, critical, weapon used).
[/B]Saves:[/B] Fort +X, Ref +X, Will +X. +X against xxxxxx (if any).
[/B]Abilities:[/B] Str XX (+X), Dex XX (+X), Con XX (+X), Int XX (+X), Wis XX (+X), Cha XX (+X).
[/B]Racial Traits:[/B] [/I]Race[/I]: Darkvision 60 ft., Bonus 1 feat, etc.
[/B]Skills:[/B] Craft (blah blah) +X, Knowledge (blah blah) +X, etc.
[/B]Feats and Powers:[/B] Alertness, Skill focus (blah blah), etc.
[/B]Equipment:[/B] sturdy clothing, weapon, blah blah
[/B]Note:[/B] Anything worth reminding about game mechanics for that character.

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Thanks to all! :)
 
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Turanil

First Post
Here are the first examples

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#01 - COMMON PEASANTS
Commoner [CR2 / 3rd lvl.]; DMG

These are basic peasants who live in peaceful communities far away from dangers. They tend to be well fed and healthy, and live safe, albeit modest, lives. If confronted with some hostile creatures or people, they are likely to ask the local lord or authorities for assistance and protection. Such peasants rarely travel beyond the fields around their villages, and tend to be suspicious of strangers (adventurers).
AL Lawful Neutral; Neither good nor evil, but used to conform to the law and obey the local Lord.

Common Peasant: Human Commoner 3rd-lvl.
Combat: AC= 10 (touch 10, flat-footed 10); Hit-points: 10; Initiative: +0; Speed: 30; Melee: +1 (1d6, 20/x2, staff); Ranged: +1 (1d4, 19-20/x2, 10ft., dagger).
Saves: Fort +2, Ref +1, Will +1.
Abilities: Str 11 (+0), Dex 10 (+0), Con 12 (+1), Int 10 (+0), Wis 10 (+0), Cha 10 (+0).
Racial Traits: Human: Bonus feat and skills points (included below).
Skills: Craft (any rural) +4, Handle animal +6, Profession (any rural) +9, Ride +4, Use rope +2.
Feats and Powers: Animal affinity, Run (to escape fast), Skill focus (Profession).
Equipment: Sturdy clothing, staff, dagger, tools, donkey.
Note: Rural crafts: basketweaving, blacksmithing, carpentry, cobbling, leatherworking, pottery, stonemasonry, trapmaking, weaving. Rural professions: farmer, herder, lumberjack, miller, rancher, stablehand, tanner, woodcutter.

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#02 - STARVING PEASANTS / OUTLAWS
Commoner/Rogue [CR2 / 3rd lvl.]; DMG - PHB

These outlaws are in fact whole communities of peasants who had to flee their homes because of famine, war, or evil tyranny. As such they became starving vagabonds with no other opportunity than robbing people just to get by. Most of them died of deprivation, and so, those who remain (and are featured here) were the toughest and most determined to survive. They are driven by despair and hunger, and have no fear of death. However, feed them and they will calm down.
AL neutral; driven by despair and necessity to eat; would return to an honest life if possible.

Starving Peasant Outlaw: Human Commoner 2nd /Rogue 1st (Wilderness Rogue variant from UA).
Combat: AC= 10 (touch 10, flat-footed 10); Hit-points: 8; Initiative: +0; Speed: 30; Melee: +1 (1d6–1, 20/x2, staff); Ranged: +2 (1d6, 19-20/x3, 60ft., shortbow).
Saves: Fort +2, Ref +2, Will +1.
Abilities: Str 9 (–1), Dex 10 (+0), Con 9 (–1), Int 10 (+0), Wis 12 (+1), Cha 10 (+0).
Racial Traits: Human: Bonus feat and skills points (included below).
Skills: Climb (or Swim) +2, Craft (any rural) +2, Handle animal +2, Profession (any rural) +6, Listen +4, Move silently +3, Hide +3, Survival +4.
Feats and Powers: Endurance, Great fortitude, Run (to escape fast). Sneak attack +1d6.
Equipment: Sturdy clothing, staff, shortbow.
Note: Rural crafts: basketweaving, blacksmithing, carpentry, cobbling, leatherworking, pottery, stonemasonry, trapmaking, weaving. Rural professions: farmer, herder, lumberjack, miller, rancher, stablehand, tanner, woodcutter.

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#03 - WARRIOR PEASANTS
Commoner/Warrior [CR2 / 3rd lvl.]; DMG

These are peasants who have learned to fight for whatever reason. They could be used to be regularly conscripted in times of war, they may be clansmen who must rely on their own to fend off beasts and brigands, or yet be woodcutters that constantly travel forests and thus need to be able to defend themselves. Peasants warriors tend to be more traveled and less suspicious of strangers (adventurers) than common peasants.
AL Lawful Neutral or Neutral; Many warrior-peasants tend to be more independent minded.

Warrior Peasant: Human Commoner 1st-lvl / Warrior 2nd-lvl.
Combat: AC= 13 (touch 10, flat-footed 13); Hit-points: 15; Initiative: +0; Speed: 30; Melee: +4 (1d8+1, 20/x3, battleaxe); Ranged: +2 (1d8, 20/x3, 100ft., longbow).
Saves: Fort +4, Ref +0, Will +0.
Abilities: Str 13 (+1), Dex 10 (+0), Con 13 (+1), Int 10 (+0), Wis 10 (+0), Cha 10 (+0).
Racial Traits: Human: Bonus feat and skills points (included below).
Skills: Climb (or Swim) +4, Craft (any rural) +3, Handle animal +4, Listen +2, Profession (any rural) +6, Ride +4, Spot +2.
Feats and Powers: Alertness, Skill focus (Profession), Weapon focus (battleaxe).
Equipment: Sturdy clothing, studded leather armor, battleaxe, longbow, dagger.
Note: Rural crafts: blacksmithing, carpentry, leatherworking, stonemasonry, trapmaking. Rural professions: farmer, herder, hunter, lumberjack, rancher, stablehand, woodcutter.

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Elder-Basilisk

First Post
#04 - Wizard's Apprentice
Wiz 2; PHb

The wizard's apprentice is a young man. He could be a student at a college of wizardry, in which case he is probably perpetually short of money to pay for his fees and accomadations. He could be the apprentice of an individual wizard, in which case, he probably lives in the basement of the wizard's tower and is assigned the jobs that the wizard thinks too trivial for his time. In either case, he is likely to identify minor items for a fee and sell scrolls of minor spells that he scribes in his free time.

AL-Any. Whether he's a good or a bad man, the wizard's apprentice will most likely fill the same roles in the campaign.

Wizard's Apprentice: Human Wizard 2nd-lvl.
Combat: AC= 11 (touch 11, flat-footed 10); Hit-points: 14; Initiative: +1; Speed: 30ft; Melee: +1 (1d6+1, x2 critical, quarterstaff); Ranged: +2 (1d4+1, 19-20 critical, dagger).
Saves: Fort +2, Ref +1, Will +2.
Abilities: Str 10 (+0), Dex 12 (+1), Con 14 (+2), Int 15 (+2), Wis 8 (-1), Cha 13 (+1).
Racial Traits: Human: Bonus feat and skills points (included below).
Skills: Concentration +4 2r, Craft: Alchemy +5 3r, Diplomacy +5, Knowledge: Arcana +7 5r, Knowledge (Nobility and Royalty) +7 5r, Knowledge (any one other) +7 5r, Sense Motive +1, Spellcraft +9 5r.
Feats and Powers: Alertness (b), Dodge, Negotiator, Scribe Scroll (b), Toughness (b).
Equipment: Spellbook, pen, ink, 5 sheets of paper, dagger, quarterstaff, scholar's robes, Spell component pouch, Toad familiar.
Spells per day 4/3 DC: 12+ spell level
Typical Spells prepared: 0-Arcane Mark, Detect Magic, Mage Hand, Prestidigitation; 1st--Identify, Magic Missile, Unseen Servant
 
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Elder-Basilisk

First Post
#05 - Half-orc Heavy
Warrior 3; DMG

The half-orc heavy is tall, muscular, and imposing. He might be a bouncer at a dockside tavern, muscle who helps a local gang or thieves guild shake down businessmen for protection money, a mugger, a pitfighter, or an overbearing guard. He's not good at much other than scaring people and beating them up but he's quite good at that.
AL-Neutral, Chaotic Neutral, Neutral Evil, or Chaotic Evil.

Half-orc Heavy: Half Orc Warrior: 3rd-lvl.
Combat: AC= 14 (touch 11, flat-footed 13); Hit-points: 24; Initiative: +5; Speed: 30; Melee: +7 (1d3+4, x2, unarmed strike) or +7 (1d10+6, x2, greatclub); Ranged: +4 (1d4+4, 19-20, dagger).
Saves: Fort +5, Ref +2, Will +1.
Abilities: Str 18 (+4), Dex 12 (+1), Con 14 (+2), Int 8 (-1), Wis 10 (+0), Cha 8 (-1).
Racial Traits: Half-orc: Darkvision 60 ft., Orc-blood.
Skills: Intimidate +5 6r.
Feats and Powers: Improved Initiative, Improved Unarmed Strike.
Equipment: Commoner's garb, studded leather, greatclub, dagger, potion of cure light wounds, hip flask filled with whiskey.
 
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Elder-Basilisk

First Post
#06 - Young Cutpurse
Rog 2; PHb

The young cutpurse is often in his early teens--sometimes younger. He's had a hard life on the streets and has often fallen in with a gang of older criminals who will generally take the lion's share of his profits if he succeeds at his theft and will leave him to rot if he's caught. Sometimes he ran away from his parents or his apprenticeship but he is often an orphan and is sometimes an abandoned child or simply a bad seed. Though he's often on the wrong side of the law, literature often has this character joining forces with the desperate Prince (as in Raymond Feist's Riftwar books), aiding a friendless knight (Ladyhawke), or falling in love with a rebellious princess (as in Alladin). In grittier worlds, his prospects are generally much more limited.

AL-Chaotic Neutral or Chaotic Evil in all worlds, Chaotic Good in soft-edged worlds like Disney's Alladin or Feist's Riftwar saga.

Young Cutpurse: Human Rogue 2nd-lvl.
Combat: AC= 14 (touch 13, flat-footed 11); Hit-points: 9; Initiative: +3; Speed: 30; Melee: +2 (1d4, 19-20, dagger); Ranged: +4 (1d4, 19-20, dagger).
Saves: Fort +0, Ref +6, Will -1.
Abilities: Str 10 (+0), Dex 16 (+3), Con 10 (+0), Int 13 (+1), Wis 9 (-1), Cha 14 (+2).
Racial Traits: Human: Bonus 1 feat, 1 skill point/level.
Skills: Balance +10 5r, Bluff +7 5r, Climb +5 5r, Diplomacy +5 3r, Escape Artist +8 5r, Jump +5 5r, Knowledge: Local +2 2r, Open Lock +8 5r, Sleight of Hand +11 5r, Spot +4 5r, Tumble +12 5r
Feats and Powers: Run, Skill Focus: Sleight of Hand, Sneak Attack +1d6, Trapfinding, Evasion
Equipment: Commoner's garb (urchin rags), lice-ridden padded armor, 2 daggers.
 
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Turanil

First Post
These ones use the Totem Warrior class from Arcana Unearthed (by Monte Cook). You can nonetheless use them without having the book. The "Horse Totem" is new, added by myself.

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#07 - STEPPES' BARBARIANS
Totem Warriors 3rd Level; Arcana Unearthed (by Monte Cook)

This is your typical Mongol horse-rider. They are feared by sedentary people (peasants, city dwellers) who live on the steppes, as Mongols horse-riders are fierce warriors using longbows and light cavalry speed to great effects, and are renown for continually raiding villages and cities.

Alignment: often LN or LE (loyal to their clan, with a sense of honor, but merciless against the sedentary people they raid).

Steppes' Barbarian: Human, Totem Warrior 3rd-lvl.
Combat: AC= 14 (touch 12, flat-footed 12); Hit-points: 24; Initiative: +2; Speed: 30 ft.; BAB +3, Grap +5, melee: +5 (1d6+2, 18-20/x2, scimitar), ranged: +5 (1d8+2, 20/x3, 110 ft., composite longbow).
Saves: Fort +5, Ref +3, Will +2.
Abilities: Str 14 (+2), Dex 14 (+2), Con 15 (+2), Int 9 (–1), Wis 12 (+1), Cha 9 (–1).
Racial Traits: Human: Bonus feat and skill points (counted below).
Skills: Handle animal +4, Jump +2, Knowledge (geography) +4, Listen +2, Ride +6, Spot +2, and Survival +4.
Feats and Powers: Mounted combat, Mounted archery, Point blank shot, Precise shot; Tireless rider (Endurance), Light warhorse companion.
Equipment: Sturdy clothing, leather armor, small round shield, composite longbow + 24 arrows, scimitar.

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#08 - STEPPES' BARBARIAN (CLAN CHIEF)
Totem Warrior 6th Level; Arcana Unearthed (by Monte Cook)

This is your typical Mongol clan's leader. They rule over nomad tribes of 20 to 200 individuals and are pretty independant from other tribes. However, sometimes a charismatic Khan will rally several tribes and lead them to war.

Alignment: often LN or LE (loyal to their clan, with a sense of honor, but merciless against the sedentary people they raid).

Steppes' Barbarian: Human, Totem Warrior 6th-lvl.
Combat: AC= 14 (touch 12, flat-footed 12); Hit-points: 50; Initiative: +2; Speed: 30 ft.; BAB +6 /+1, Grap +8, melee: +8 /+3 (1d6+2, 18-20/x2, scimitar), ranged: +9 /+4 (1d8+4, 20/x3, 110 ft., composite longbow).
Saves: Fort +7, Ref +4, Will +3.
Abilities: Str 15 (+2), Dex 14 (+2), Con 14 (+2), Int 12 (+1), Wis 12 (+1), Cha 13 (+1).
Racial Traits: Human: Bonus feat and skill points (counted below).
Skills: Handle animal +7, Jump +10, Knowledge (geography) +9, Listen +10, Ride +12, Spot +10, and Survival +10.
Feats and Powers: Mounted combat, Mounted archery, Point blank shot, Precise shot, Weapon focus and specialization (longbow); Tireless rider (Endurance), Light warhorse companion, One with the mount (bonus counted above).
Equipment: Sturdy clothing, leather armor, small round shield, composite longbow + 24 arrows, scimitar.
Note: No magical equipment included, which can vary, so left a DM's discretion (typically a magic longbow and arrows).

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HORSE TOTEM
(New Totem Warrior's totem by Turanil.)

The horse totem warrior is wild and free, a nomad at heart who lives on a horse, riding days after days in the endless steppes he calls home.

Hit Dice: d10

Additional Class Skills: Knowledge (geography).

Weapons and Armor Proficiency: The horse totem warrior is proficient with all simple and martial weapons, as well as light armor and shields (but not tower shields).

Animal Companion: Warhorse (light). At 6 hit-dice, the horse becomes size Large.

Totem Powers: The horse-totem warrior earns these powers as he gains levels:
--1st level - Tireless Rider. The horse-totem warrior gains Endurance as a bonus feat.
--4th level - One with the Mount. The horse-totem warrior gains a +2 bonus on Ride checks made to ride a horse, and a +2 bonus to Handle Animal checks made with regard to horses.
--8th level - Shape of the Horse. The horse-totem warrior can take on the form and stats of a horse totem animal companion appropriate to his level. In other words, a horse's stats with +1 HD for every level he has above 7th level. He can take this form once per day up to 10 minutes per level.
--12th level - Improved Evasion. When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw, and half damage if the saving throw fails.
--16th level - Share Saving Throws. For each of its saving throws, the mount uses its own base saves bonus or the totem warrior's whichever is higher. The mount applies its own ability modifiers to saves, and it doesn't share any other bonuses on saves that the totem warrior might have (such as from magic items or feats).
--20th level - Fast like a Horse. Both the horse-totem warrior and his mount companion gain a +2 bonus to initiative and their base speed increases by 10 feet.

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Turanil

First Post
For those who have seen this excellent movie: The 13th Warrior, use the stats below to portray the WENDOLS... ;)

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#07 - HILLS' BARBARIANS
Barbarian 3rd Level; PHB 3.5

These are bastardized people who live harsh and primitive lives in the hills (usually in caverns), getting by in life by the strength of their arms and sharpness of their weapons. They appear brutish and stupid, but exceptionally tough. They often garb in furs, to look more like beasts. When raiding villages on the borders of their hills, they usually have no tactics except for screaming and charging madly in the melee. They however favor attacking during the night, as this tends to take their opponents off guard and scare them the more.

Alignment: typically CN or CE (often brutish and prone to violence).

Hills' Barbarian: Half-orc, barbarian 3rd-lvl.
Combat: AC= 13 (touch 10, flat-footed 13); Hit-points: 30; Initiative: +0; Speed: 40; BAB +3, Grap +5, melee: +6 (1d8+2, 20/x3, battleaxe), ranged: +5 (1d6+4, 20/x2, 10 ft., axe throwing).
Saves: Fort +7, Ref +1, Will +1.
Abilities: Str 15 (+2), Dex 10 (+0), Con 15 (+2), Int 8 (–1), Wis 10 (+0), Cha 8 (–1).
Racial Traits: Half-orc: Darkvision 60 ft., orc blood.
Skills: Climb +5, Craft +2, Intimidate +2, Jump +5, Listen +3, and Survival +3.
Feats and Powers: Great fortitude, Weapon focus (battleaxe); Fast movement, Rage (1/day), Uncanny dodge, Trap sense +1.
Equipment: Sturdy clothing, leather armor, shield, battleaxe, throwing axe.
Note: They often stink, giving a +2 to Spot check to notice them, or not being surprised, when weather conditions are appropriate.

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#08 - HILLS' BARBARIAN (WENDOLS' CHIEF)
Barbarian 6th Level; PHB 3.5

This leader of the hills' barbarians is usually the toughest and fiercest of his tribe, having become the chief through brutality and intimidation. Such individuals don't know of any other way in life but violence to get anything they may want or need.

Alignment: Typically CE (only the most brutal and violent can rise to leadership).

Hills' Barbarian Chief: Half-orc, barbarian 6th-lvl.
Combat: AC= 14 (touch 11, flat-footed 13); Hit-points: 60; Initiative: +1; Speed: 40 ft.; BAB +6 /+1, Grap +10, melee: +11 /+6 (1d8+4, 20/x3, battleaxe), ranged: +10 /+5 (1d6+4, 20/x2, 10 ft., axe throwing).
Saves: Fort +10, Ref +3, Will +2.
Abilities: Str 18 (+4), Dex 12 (+1), Con 16 (+3), Int 10 (+0), Wis 11 (+0), Cha 12 (+1).
Racial Traits: Half-orc: Darkvision 60 ft., orc blood.
Skills: Climb +10, Craft +3, Intimidate +8, Jump +10, Listen +8, and Survival +6.
Feats and Powers: Great fortitude, Power attack, Weapon focus (battleaxe); Fast movement, Rage (2/day), Uncanny dodge and Improved uncanny dodge, Trap sense +2.
Equipment: Sturdy clothing, leather armor, shield, battleaxe, 2 throwing axes.
Note: They often stink, giving a +2 to Spot check to notice them, or not being surprised, when weather conditions are appropriate. No magical equipment included, which can vary, so left a DM's discretion (typically very few, and preferably evil aligned weapons and armors).

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Turanil

First Post
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#11 - ELVEN FORESTERS
Ranger 3rd Level; PHB 3.5

These elven foresters represent the guardians of elven forested lands. They patrol discreetly in the forest, normally in small groups of 3 to 5, with a leader (see below). They tend to be suspicious of strangers, especially those who do not respect the forest. Orcs and goblinoids are usually hunted on sight, so half-orcs, even if peaceful, will have a hard time with them. Elven foresters often watch over the forest from platforms concealed into trees, preferring to fire arrows from cover and above than attack in melee.

Alignment: Typically CG (benevolent and independent, yet unforgiving against those who desecrate the forest)

Elven Forester: Elf, Ranger 3rd-lvl.
Combat: AC= 14 (touch 12, flat-footed 12); Hit-points: 20; Initiative: +2; Speed: 30 ft.; BAB +3, Grap +4, melee: +4 (1d8+1, 19-20/x2, longsword), ranged: +5 (1d8, 20 /x3, 100 ft., longbow).
Saves: Fort +4, Ref +5, Will +2. Immune to sleep effects, +2 vs enchantment magic.
Abilities: Str 12 (+1), Dex 15 (+2), Con 13 (+1), Int 11 (+0), Wis 13 (+1), Cha 11 (+0).
Racial Traits: Elf: Low light vision 60 ft., immunities (see above), skill bonuses (included below), automatic Search check for concealed or hidden enemies.
Skills: Climb +5, Hide +6, Jump +5, Knowledge (nature) +4, Listen +7, Move silently +6, Search +4, Spot +7, Survival +5.
Feats and Powers: Alertness, Point blank shot; Endurance, Favored enemy (usually orcs), Rapid shot, Track, Wild empathy.
Equipment: Sturdy clothing, leather armor, longsword, dagger, longbow, 24 arrows.
Note: Elven ability to notice concealed and secret doors is here used to notice concealed or hidden creatures in the forest.

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#12 - ELVEN FORESTER LEADER
Ranger 6th Level; PHB 3.5

This is the typical leader of an elven patrol, who has a little of the elven magic at his disposal.

Alignment: Typically CG (benevolent and independent, yet unforgiving against those who desecrate the forest)

Elven Forester Leader: Elf, Ranger 6th-lvl.
Combat: AC= 15 (touch 13, flat-footed 12); Hit-points: 36; Initiative: +3; Speed: 30 ft.; BAB +6 /+1, Grap +8, melee: +8 /+3 (1d8+2, 19-20/x2, longsword), ranged: +9 /+4 (1d8, 20 /x3, 100 ft., longbow).
Saves: Fort +6, Ref +8, Will +2. Immune to sleep effects, +2 vs enchantment magic.
Abilities: Str 14 (+2), Dex 17 (+3), Con 13 (+1), Int 13 (+1), Wis 14 (+2), Cha 12 (+1).
Racial Traits: Elf: Low light vision 60 ft., immunities (see above), skill bonuses (included below), automatic Search check for concealed or hidden enemies.
Skills: Climb +6, Heal +6, Hide +7, Jump +6, Knowledge (nature) +5, Listen +13, Move silently +10, Search +11, Spot +13, Survival +11.
Feats and Powers: Alertness, Point blank shot, Precise shot; Animal companion, Endurance, Favored enemy (usually orcs and goblinoids), Manyshot, Rapid shot, Track, Wild empathy.
Spells: (2 1st-lvl. ranger spells): Entangle, Pass without trace.
Equipment: Sturdy clothing, leather armor, longsword, dagger, longbow, 24 arrows.
Note: Elven ability to notice concealed and secret doors is here used to notice concealed or hidden creatures in the forest. No magical equipment included, which can vary, so left a DM's discretion (typically elven boots and cloak, magical longbow, elven chainmail, etc.)

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Inconsequenti-AL

Breaks Games
Here's one for you. Used 24 point buy, if that's OK.

#09- Wandering Knight
Fighter Level 4; Source (PHB)

This is a typical 'wandering knight'. A well equiped and experienced combatant - this person is most likely to be a successful adventurer, minor noble or mercenary. They may well be accompanied: most likely a squire, soldiers or adventuring companions.

Alignment: Typically LG, LN, N, LE.

Entry's name: Human, Fighter 4
Combat: AC= 21 (touch 11, flat-footed 20); Hit-points: 34; Initiative: +1; Speed: 20 (or 50 while mounted); BAB +4, Grap +6, melee: +8 (d8+2, 19-20/X2, Masterwork Longsword), melee +7 (D8+2, 20/X3, Lance) melee +9 (3d8+6, 20/(+2D8+4), Mounted lance charge), ranged: +5
Saves: Fort +6, Ref +2, Will +1.
Abilities: Str 15 (+2), Dex 12 (+1), Con 14 (+2), Int 10 (+0), Wis 10 (+0), Cha 12 (+1).
[/B]Racial Traits:[/B] human: Bonus 1 feat, 1 skill point/level.
Skills: Diplomacy (cross class) +2 1r, Handle Animal +6 5r, Intimidate +8 7r, Ride +10 7r
Feats and Powers: Mounted Combat, Ride by Attack, Spirited Charge, Trample, Weapon Focus: Longsword, Weapon Focus: Lance.
Equipment: Full plate armour, Large steel shield, Masterwork longsword, Lance, Heavy warhorse (as monster manual + 4 AC/-2 armour check from Light chain barding), 100 GP.

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Turanil

First Post
A few basic aristocrats. Many higher level nobles would be interesting, multiclassed with fighter, wizards, etc. (I will probably add a few later).

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#14 - GENTRY (GENERIC)
Aristocrat 3rd level; DMG

This is your typical upper class NPC, born and raised in wealth, like a lord's wife, a rich merchant, etc. Such person got a really good and broad education, including weapon use. These aristocrats are not warrior types and prefer to leave combat to others, but nonetheless learned how to wield a sword and move in armor, as part of the many things a gentleman / gentlewoman should be able to do.

Alignment: Varies.

Generic Gentry: Human, Aristocrat 3rd-lvl.
Combat: AC= 10 (touch 10, flat-footed 10); Hit-points: 14; Initiative: +0; Speed: 30 ft.; BAB +2, Grap +2; Atk: melee +2 (1d4, 19-20/x2, dagger), melee +2 (1d6, 19-20/x2, shortsword), ranged +2 (1d8, 19-20/x2, light crossbow).
Saves: Fort +1, Ref +1, Will +6.
Abilities: Str 10 (+0), Dex 11 (+0), Con 11 (+0), Int 14 (+2), Wis 13 (+1), Cha 16 (+3).
Racial Traits: Human: bonus feat and skills points (counted below)
Skills: Appraise +6, Diplomacy +16, Intimidate +7, Knowledge (local) +8, Knowledge (nobility - royalty) +8, Listen +4, Perform (musical instrument) +7, Ride +4, and Sense motive +7.
Feats and Powers: (bonuses counted above) Iron will, Negotiator, Skill focus (Diplomacy).
Equipment: Fine clothing, dagger, jewelry and money, manor house, horses, etc.
Note: Gentry rarely wear any armor and weapons (except for a dagger), but when obliged to do so, may prefer a chain shirt (AC 14), and a shortsword and crossbow. No magical equipment included, which can vary, so left at DM's discretion (typically a couple of potions, a +1 dagger, and a ring of protection +1).

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#15 - INCOMPETENT FOP
Aristocrat 1st level; DMG

This is the most worthless and incompetent type of fop, born in silk, and who never had anything to do to make a living or assure his own protection. If he was left to fend for himself, this character would probably not survive for longer than a couple of days. Fortunately, he has a protector who has taken care of him for all his life, so he still there and healthy, even if a whimp. Such character tends to be aggravating a lot, pretentious, etc. Only his protector seems to tolerate (or maybe even like) him. The fop could be the protector's lover, the bastard son of a prince, the only heir to the imperial throne, etc.

Alignment: Varies.

Generic Gentry: Human, Aristocrat 1st-lvl.
Combat: AC= 10 (touch 10, flat-footed 10); Hit-points: 3; Initiative: –1; Speed: 30 ft.; BAB +0, Grap –1; Atk: melee –1 (1d4–1, 19-20/x2, dagger), ranged –1 (1d8, 19-20/x2, light crossbow).
Saves: Fort –1, Ref –1, Will +2.
Abilities: Str 9 (–1), Dex 8 (–1), Con 9 (–1), Int 12 (+1), Wis 10 (+0), Cha 13 (+1).
Racial Traits: Human: bonus feat and skills points (counted below)
Skills: Bluff +5, Diplomacy +5, Intimidate +3, Knowledge (local) +4, Knowledge (nobility - royalty) +4, Listen +4, Perform (musical instrument) +5.
Feats and Powers: Influential protector*, Fools' luck*
Equipment: Fine clothing, dagger, fancy jewelry (Appraise check at DC = 5, it looks like it is worth 1500 gp.; but at DC = 20 it reveals that it's false and not worth more than 10 gp.).
Note: (*) new feats for this NPC only. Influential Protector: +4 bonus to bluff checks to convince others it's better to not attack him, or his powerful protector would avenge him otherwise. Fools' Luck : once per day whenever the npc's life is in jeopardy, something happens that will take him out of danger.

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