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[d20 / D&D 3.5] d100 NPCs Thread

Turanil

First Post
I got the idea for these NPCs today, in noticing a guy in the street, who had a mean and stupid look, while keeping on his face a (seemingly) perpetual sneer of aggressiveness and arrogance. Unfortunately it's not an uncommon sight at all, in the part of the town I live in… :/

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#42 - COMMONER BULLY
Commoner 6th level; DMG 3.5

The commoner bully is an everyday life villain. Probably a peasant or a mine's / factory's foreman, he reigns upon others by sheer brute force. The primary victims of his brutality usually are his own family. The bully is the ultimate egoist who wants everything and everyone caters to his caprices and desires, but not only doesn't care about others, but also delights in harming and humiliating them. Note however, that the commoner bully is a coward at heart who quickly turns obsequious when confronted with the authority or powerful looking strangers. The commoner bully is usually recognizable by his arrogant and brutish face (Sense motive DC = 15), even when behaving obsequiously with anyone who might be stronger than himself (which can be pretty everyone but his own family victims).

Alignment: LE (makes himself obeyed and feared through bullying, but fearful of those stronger than himself)

Commoner Bully: Human, Commoner 6th-lvl.
Combat: AC= 10 (touch 10, flat-footed 10); Hit-points: 30; Initiative: +0; Speed: 30 ft.; BAB +3, Grap +5; Atk: melee: +5 (1d6+2, 20/x2, club), ranged: +3 (1d6+2, 20/x2, 10 ft., club).
Saves: Fort +4, Ref +2, Will +1.
Abilities: Str 15 (+2), Dex 10 (+0), Con 14 (+2), Int 9 (–1), Wis 8 (–1), Cha 10 (+0).
Racial Traits: Human: bonus feat and skills (counted below)
Skills: Craft (any) +4, Intimidate +7, Use ropes +5.
Feats and Powers: Improved unarmed strike, Power attack, Skill focus (Intimidate), Toughness.
Equipment: Peasant's outfit, club.
Note: This villain probably even managed to get a magical potion or two, probably stolen, at DM's discretion.

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#43 - MALTREATED COMMONERS
Commoner 1st level; DMG 3.5

The maltreated commoners (typically the beaten wife, abused children, or exploited servants) have lived most of their life in fear, under the domination of the commoner bully (see above). As such, they were unable to develop any capacity of their own, and so remained poor victims barely able to fend off for themselves (so they are but 1st level for their entire life), toiling and suffering under the rule of their evil master.

Alignment: N (has no real opinion of his own, neither real ethical or unethical tendencies)

Maltreated Commoner: Human, Commoner 1st-lvl.
Combat: AC= 10 (touch 10, flat-footed 10); Hit-points: 3; Initiative: +0; Speed: 30 ft.; BAB +0, Grap –1; Atk*: melee: –1 (1d6–1, 20/x2, club), ranged: +0 (1d6–1, 20/x2, 10 ft., club).
Saves: Fort +4, Ref +2, Will +1.
Abilities: Str 9 (–1), Dex 10 (+0), Con 11 (+0), Int 9 (–1), Wis 10 (+0), Cha 9 (–1).
Racial Traits: Human: bonus feat and skills (counted below)
Skills: Craft (any) +3, Hide +5, Listen +2, Spot +2.
Feats and Powers: Alertness, Skill focus (Hide).
Equipment: Peasant's outfit.
Note: (*) These people never fight, being too feeble or afraid for that; nonetheless, they would use clubs in the extremely rare case where they would be obliged to fight.

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Turanil

First Post
COMMONLY SOUGHT NPCs

The following NPCs represent archetypes that PCs will come to deal with, at one point or another. The most commonly encountered professionals are generally the merchant or weaponsmith, when buying equipment, the healer when being wounded with no appropriate cleric in the vicinity, the sentinel in front of the palace's gate, and of course the bartender in the many tavern adventurers will pay a visit to.

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#44 - BARTENDER
Commoner 4th level; DMG 3.5

Bartenders are found in most inns and taverns. They not only serve food and drink to the patrons, but also speak with them, so at times may prove to be a valuable source of local information.

Alignment: LN, N (neutral opinions)

Bartender: Human, Commoner 4th-lvl.
Combat: AC= 10 (touch 10, flat-footed 10); Hit-points: 10; Initiative: +0; Speed: 30 ft.; BAB +2, Grap +2; Atk: melee: +3 (1d6, 20/x2, club), ranged: +2 (1d8, 19-20/x2, 80 ft., light crossbow).
Saves: Fort +1, Ref +1, Will +2.
Abilities: Str 10 (+0), Dex 10 (+0), Con 10 (+0), Int 11 (+0), Wis 10 (+0), Cha 13 (+1).
Racial Traits: Human: bonus feat and skills (counted below)
Skills: Craft (cooking) +6, Listen +3, Profession (bartender) +6, Knowledge (local) +6.
Feats and Powers: Simple weapons proficiency, Skill focus (knowledge - local), Weapon focus (club).
Equipment: Simple clothes, club and light crossbow behind the counter.
Note: Bartenders only fight to protect their business or their own life.

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#45 - HEALER
Expert/Adept 4th level; Source (PHB, Arcana Unearthed, etc.)

Healers are found in any communities, from small villages in the country to town and cities. The fact is that some people won't get to the priest when ill or wounded, for a variety of reasons (one of which being not of his devout followers); and in some cases there aren't priests around to provide healing. As such, there is always a need for a competent healer who does his job to make a living not as a way to propagate a religion.

Alignment: NG, CG (typical benevolent character)

Healer: Human, Expert 1st-lvl./ Adept 3rd-lvl.
Combat: AC= 10 (touch 10, flat-footed 10); Hit-points: 14; Initiative: +0; Speed: 30 ft.; BAB +1, Grap +0; Atk: melee: +0 (1d4–1, 19-20/x2, dagger), ranged: +1 (1d4–1, 19-20/x2, 10 ft., dagger).
Saves: Fort +3, Ref +1, Will +6.
Abilities: Str 9 (–1), Dex 10 (+0), Con 11 (+0), Int 11 (+0), Wis 12 (+1), Cha 12 (+1).
Racial Traits: Human: bonus feat and skills (counted below)
Skills: Craft (medicines) +5, Diplomacy +4, Heal +11, Knowledge (local) +5, Knowledge (nature) +5, Profession (healer) +7, Sense motive +5.
Feats and Powers: Brew potion, Great fortitude, Skill focus (heal).
Spell: (Adept 13th-lvl.; Spells per day: 3 /3): 0-lvl.: Cure minor wound (x2), Purify food and drink. 1st-lvl.: Cure light wounds (x2), Sleep.
Equipment: Peasant's outfit, dagger, medicine bag.
Note: Healers use their Sleep spell to defend themselves when need be, but before all to help them keep their patients quiet when curing them.

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#46 - MERCHANT
Expert 4th level; DMG 3.5

This is your typical merchant that the PCs will come to at one time or another, to buy some equipment. This merchant is often an artisan with a few employees, who sell his own production, rather than a trader who travel to distant places, to buy goods that he will sell once back home.

Alignment: LN (typical, well integrated citizen)

Merchant: Human, Expert 4th-lvl.
Combat: AC= 10 (touch 10, flat-footed 10); Hit-points: 14; Initiative: +0; Speed: 30 ft.; BAB +3, Grap +3; Atk: melee: +3 (1d6, 19-20/x2, shortsword), ranged: +3 (1d8, 19-20/x2, 80 ft., light crossbow).
Saves: Fort +1, Ref +1, Will +6.
Abilities: Str 10 (+0), Dex 10 (+0), Con 10 (+0), Int 13 (+1), Wis 11 (+0), Cha 14 (+2).
Racial Traits: Human: bonus feat and skills (counted below).
Skills: Appraise +8, Bluff +9, Craft (any) +8, Diplomacy +11, Handle animal +4, Knowledge (local) +8, Listen +2, Profession (merchant) +10, Sense motive +9, and Spot +3.
Feats and Powers: Iron will, Negotiator, Skill focus (profession - merchant).
Equipment: Good clothing, shortsword, light crossbow.

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#47 - SENTINEL
Warrior 4th level; DMG 3.5

Sentinels are men at arms whose job consist in guarding a place from attack and intrusion. As such, they typically spend their time standing still in front of a gate or slowly pacing a castle's walls, watching out for potential threats. Hence, even if they keep training with weapons, sentinels still have less military practice than typical soldiers or mercenaries (i.e.: of the fighter class, and focused on combat feats). Sentinels are nonetheless often chosen among relatively experienced militiamen, and thus could stand their ground in combat.

Alignment: Any, but usually LN.

Sentinel: Human, Warrior 4th-lvl.
Combat: AC= 16 (touch 11, flat-footed 15); Hit-points: 26; Initiative: +0; Speed: 20 ft.; BAB +4, Grap +6; Atk: melee: +6 (1d10+2, 20/x3, halberd), ranged: +5 (1d8, 19-20/x2, 80 ft., light crossbow).
Saves: Fort +5, Ref +2, Will +1.
Abilities: Str 14 (+2), Dex 12 (+1), Con 13 (+1), Int 9 (–1), Wis 10 (+0), Cha 9 (–1).
Racial Traits: Human: bonus feat and skills (counted below)
Skills: Listen +7, Intimidate +3, Ride +3, Spot +7.
Feats and Powers: Alertness, Skill focus (listen and spot).
Equipment: Sturdy clothes, chainmail, halberd, light crossbow.

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#48 - WEAPONSMITH
Expert/Warrior 4th level; DMG 3.5

This is your typical weaponsmith that the PCs will come to at one time or another, to buy weapons or get their armor repaired. This artisan is both a craftsman and merchant, not only skilled in his actual craft, but also in dealing with customers, bargaining and all. Manufacturing weapons and armors has them being somewhat proficient in their use, even if they aren't combatants.

Alignment: LN (typical, well integrated citizen)

Weaponsmith: Human, Expert 3rd-lvl/ Warrior 1st-lvl.
Combat: AC= 12 (touch 10, flat-footed 12); Hit-points: 26; Initiative: +0; Speed: 30 ft.; BAB +3, Grap +5; Atk: melee: +5 (1d6+2, 19-20/x2, shortsword), ranged: +3 (1d4+2, 20/x2, 20 ft., light hammer).
Saves: Fort +5, Ref +1, Will +3.
Abilities: Str 14 (+2), Dex 10 (+0), Con 14 (+2), Int 13 (+1), Wis 11 (+0), Cha 12 (+1).
Racial Traits: Human: bonus feat and skills (counted below).
Skills: Appraise +7, Concentration +5, Craft (armorsmithing) +10, Craft (blacksmithing) +7, Craft (weaponsmithing) +7, Diplomacy +7, Handle animal +3, Heal +3, Intimidate +3, Profession (smith) +6, and Spot +6.
Feats and Powers: Power attack, Skill focus (craft - weaponsmithing), Toughness.
Equipment: Sturdy clothing, leather armor (in fact a work apron), hammer, shortsword.

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Turanil

First Post
LESSER COMMONERS

Here are a few commoners of lesser ambitions and experience (i.e.: of lesser levels).

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#49 - BARMAID (GENERIC)
Commoner 2nd level; DMG 3.5

This is a common barmaid found in most inns and taverns. She does her job well, knows how to be charming with the customers, and sometimes also knows a bit of rumors about the neighborhood.

Alignment: Any, but typically LN or N (basic bland citizen).

Barmaid: Human, Commoner 2nd-lvl.
Combat: AC= 11 (touch 11, flat-footed 10); Hit-points: 5; Initiative: +0; Speed: 30 ft.; BAB +1, Grap +1; Atk: melee: +1 (1d4, 19-20/x2, dagger*), ranged: +2 (1d4, 19-20/x2, 10 ft., dagger*).
Saves: Fort +0, Ref +3, Will –1.
Abilities: Str 10 (+0), Dex 12 (+1), Con 10 (+0), Int 9 (–1), Wis 9 (–1), Cha 13 (+1).
Racial Traits: Human: Bonus feat and skills (counted below).
Skills: Craft (cooking) +5, Diplomacy +3, Knowledge (local) +1.
Feats and Powers: Lightning reflexes, Skill focus (craft).
Equipment: Clothing, dagger*.
Note: (*) the dagger is given just in case, but most of the time barmaids don't fight and don't have weapons.

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#50 - DOMESTIC
Commoner 2nd level; DMG 3.5

Domestics are found in wealthy people's households. For PCs they will often appear more like an annoyance than anything else. That is, they are almost always incompetent, yet always good at giving excuses and telling you how well they performed. Then, they are obsequious and seem to spend their time listening to your conversations from behind the door instead of working.

Alignment: Any, but typically LN or N (basic bland citizen).

Domestic: Human, Commoner 2nd-lvl.
Combat: AC= 10 (touch 10, flat-footed 10); Hit-points: 7; Initiative: +0; Speed: 30 ft.; BAB +1, Grap +1; Atk: melee: +1 (1d4, 19-20/x2, dagger), ranged: +1 (1d4, 19-20/x2, 10 ft., dagger).
Saves: Fort +1, Ref +0, Will +0.
Abilities: Str 10 (+0), Dex 10 (+0), Con 12 (+1), Int 9 (–1), Wis 10 (+0), Cha 9 (–1).
Racial Traits: Human: Bonus feat and skills (counted below).
Skills: Bluff +3, Diplomacy +1, Listen +7.
Feats and Powers: Skill focus (bluff and listen).
Equipment: Clothing, dagger.

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#51 - JOURNEYMAN
Commoner 3rd level; DMG 3.5

Journeymen are all manners of craftsmen who make a modest living by plying their trade. Often they are employees to artisans and merchants, at other times they own a modest workshop and sell their production to some merchants. Journeymen rarely have any preoccupation beyond that of supporting their family.

Alignment: Any, but typically LN or N (basic bland citizen).

Journeyman: Human, Commoner 3rd-lvl.
Combat: AC= 11 (touch 11, flat-footed 10); Hit-points: 8; Initiative: +1; Speed: 30 ft.; BAB +1, Grap +1; Atk: melee: +1 (1d4, 19-20/x2, dagger), ranged: +2 (1d4, 19-20/x2, 10 ft., dagger).
Saves: Fort +3, Ref +2, Will +1.
Abilities: Str 10 (+0), Dex 12 (+1), Con 11 (+0), Int 10 (+0), Wis 11 (+0), Cha 10 (+0).
Racial Traits: Human: Bonus feat and skills (counted below).
Skills: Appraise +3, Craft (any) +9, Handle animal +2, Spot +2, Use rope +3.
Feats and Powers: Endurance, Great fortitude, Skill focus (craft).
Equipment: Clothing, dagger.

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#52 - SHOPKEEPER
Commoner 3rd level; DMG 3.5

Shopkeepers are all manners of tradesmen and humble peddlers who make a modest living in selling cheap everyday life's goods. Sometimes they are employees to artisans and merchants, while at other times they own a small shop and sell their goods to the neighborhood. Shopkeepers rarely have any preoccupation beyond that of supporting their family.

Alignment: Any, but typically LN or N (basic bland citizen).

Shopkeeper: Human, Commoner 3rd-lvl.
Combat: AC= 10 (touch 10, flat-footed 10); Hit-points: 7; Initiative: +0; Speed: 30 ft.; BAB +1, Grap +1; Atk: melee: +1 (1d4, 19-20/x2, dagger), ranged: +1 (1d4, 19-20/x2, 10 ft., dagger).
Saves: Fort +1, Ref +1, Will +1.
Abilities: Str 10 (+0), Dex 10 (+0), Con 10 (+0), Int 11 (+0), Wis 11 (+0), Cha 12 (+1).
Racial Traits: Human: Bonus feat and skills (counted below).
Skills: Appraise +5, Bluff +6, Diplomacy +5, Knowledge (local) +1, Sense motive +4.
Feats and Powers: Negotiator, Skill focus (appraise and bluff).
Equipment: Clothing, dagger.

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Turanil

First Post
BEGGARS

Beggars and others underprivileged people always pop up at some time or the other in urban adventures. Here are two kind of generic beggars.

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#53 - BEGGAR (VAGRANT)
Commoner 2nd level; DMG 3.5

Vagrants are at the pit-bottom of social hierarchy. They are even lower than vagabonds (see below), as the latter are still able to travel around and do what they can to survive, which is not the case of vagrants. Vagrants stink, suffer, have no hope, and could not have ambitions if they could grasp the concept. Their life is hell, but fortunately tends to be shorter than that of other people. Vagrants are unable to survive on their own, and can't but rely on others' charity. For that reason, they will be found begging in front of benevolent religions' temples, where the followers will give them a copper every now and then, and the clergy help them as they can.

Alignment: CN, NE, CE (outcasts, often mean spirited and despaired)

Vagrant: Human, Commoner 2nd-lvl.
Combat: AC= 10 (touch 10, flat-footed 10); Hit-points: 5; Initiative: +0; Speed: 30 ft.; BAB +1, Grap +0; Atk: melee: +0 (1d6–1, 20/x2, club), ranged: +1 (1d6–1, 20/x2, club).
Saves: Fort +2, Ref +0, Will –1.
Abilities: Str 9 (–1), Dex 10 (+0), Con 10 (+0), Int 7 (–2), Wis 9 (–1), Cha 7 (–2).
Racial Traits: Human: bonus feat and skills (counted below)
Skills: Knowledge (local) +0 (2r), Spot +0 (1r).
Feats and Powers: Great fortitude, Simple weapons proficiency.
Equipment: Ragged and stinky clothing, club.
Note: Vagrants beg some copper pieces, and sometimes know a few things about local urban life.

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#54 - BEGGAR (DRUNKARD)
Rogue 2nd level; PHB 3.5

The drunkard is a petty criminal of limited skills who sinks his life in bad wine and other cheap alcohol. As a result he has become a destitute whose only goal in life is to get one more drink. Without friends and despised by all, he nonetheless survives in selling whatever info he may get by, or sometimes perform some insignificant petty job for the thieves' guild or other villains. The drunkard has no dignity, no honor, and no ethic; he is reliable only when suitably scared and at the same time offered the prospect of a drink. Of course, he cannot be asked but something extremely simple, or would nonetheless fail to do anything.

Alignment: CN, NE, CE (outcasts, often mean spirited and despaired)

Vagabond: Half-orc, Rogue 2nd-lvl.
Combat: AC= 10 (touch 10, flat-footed 10); Hit-points: 8; Initiative: +0; Speed: 30 ft.; BAB +1, Grap +3; Atk: melee: +3 (1d6+2, 19-20/x2, shortsword), ranged: +1 (1d4+2, 19-20/x2, 10 ft., dagger).
Saves: Fort +1, Ref +3, Will +0.
Abilities: Str 14 (+2), Dex 10 (+0), Con 9 (–1), Int 10 (+0), Wis 7 (–2), Cha 6 (–2).
Racial Traits: Half-orc: Darkvision 60 ft., orc-blood.
Skills: Bluff +3, Gather information +3, Hide +5, Intimidate +3, Knowledge (local) +5, Move silently +5, Search +5, Sleight of hands +5.
Feats and Powers: Great fortitude; Evasion, Sneak attack +1d6, Trapfinding.
Equipment: Ragged and stinky clothing, shortsword, dagger.
Note: When drunk, the character gets a –1 to –4 penalty to all his rolls (according to the degree of his drunkenness).

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#55 - VAGABOND
Commoner 4th level; DMG 3.5

Vagabonds are your typical wandering destitute, a hobo and beggar on the road. However, since life is harder in a fantasy world than in a modern one, the vagabond's life is even more difficult. Hence, only the strongest will survive, which in turns means a slightly higher level than more regular commoners. As wanderers, vagabonds have learned to rely on their own in nature, and supplement this by begging and stealing whatever they can in communities. Vagabonds rarely remain in one place, preferring to wander from one place to another, being most of the time solitary outcasts without ties nor family.

Alignment: CN, NE, CE (outcasts, often mean spirited and despaired)

Vagabond: Human, Commoner 4th-lvl.
Combat: AC= 10 (touch 10, flat-footed 10); Hit-points: 14; Initiative: +0; Speed: 30 ft.; BAB +2, Grap +2; Atk: melee: +2 (1d6 20/x2, club), ranged: +2 (1d6 20/x2, club).
Saves: Fort +4, Ref +1, Will +1.
Abilities: Str 10 (+0), Dex 10 (+0), Con 13 (+1), Int 9 (–1), Wis 10 (+0), Cha 8 (–1).
Racial Traits: Human: bonus feat and skills (counted below)
Skills: Hide +5, Sleight of hands +3, Survival +5.
Feats and Powers: Great fortitude, Skill focus (hide), Skill focus (survival).
Equipment: Ragged and stinky clothing, club.
Note: Vagabonds normally survive in getting out of the way of trouble, so will almost never attack powerful looking individuals unless outnumbering them greatly.

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Turanil

First Post
VERY HIGH LEVEL BASIC NPCs

A thread I did read in the General Discussion forum enticed me to create very high level NPCs classes, such as 17th level commoners and the like. The fact is, usually I find ludicrous the mere idea of a 17th commoner (the class) for instance (it's more tolerable when it is a 17th level aristocrat or expert though…). Commoners (the class) are basic people of little abilities and few ambitions, and as such in theory shouldn't exceed the 5th or 6th level. In fact, in my campaign, it even goes to the extent that, say, a 3rd level warrior who remains a professional soldier spending his life on battlefields, will eventually not only gain levels, but also upgrade to the fighter class. However, as written the NPC classes authorize up to 20 levels, and as such I tried to find the rationale for how some characters of these classes would reach very high levels.

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#56 - THE ARMS MERCHANT
Expert/Warrior/Aristocrat 17th level; DMG 3.5

The arms merchant is a successful dwarf businessman who made his fortune in manufacturing and selling armors and weapons. As such he is a competent weaponsmith who also developed some fighting skills to help him create better weapons and armors, as well as defend his business. Then, with success came wealth and renown, so the rich dwarf climbed the social ladder and eventually belonged to the nobility. The arms merchant is the kind of guy one would have to deal with, if he was to equip an army with armors and weapons. Needless to say that this dwarf is not just a competent craftsman, but also a shrewd merchant.

Alignment: LN (trustworthy dwarf businessman)

Arms Merchant: Dwarf, Expert 7th-lvl/ Warrior 5th-lvl/ Aristocrat 5th-lvl.
Combat: AC= 19 (touch 15, flat-footed 19); Hit-points: 104; Initiative: +0; Speed: 20 ft.; BAB +13/ +8/ +3, Grap +15; Atk: melee: +19/ +14/ +9 (1d6+5, 20/x2, light hammer +3), ranged: +17/ +12/ +7 (1d4+5, 20/x2, 20 ft., light hammer +3).
Saves: Fort +9, Ref +4, Will +11. +2 saves vs. poison and spells / magic
Abilities: Str 14 (+2), Dex 10 (+0), Con 14 (+2), Int 13 (+1), Wis 13 (+1), Cha 12 (+1).
Racial Traits: Dwarf: Darkvision 60 ft., stonecunning, stability, resistance (see above), +1 combat vs. orcs, +4 AC vs. giants.
Skills: Appraise +11 (+13 metal), Bluff +9, Craft (armorsmithing) +13, Craft (blacksmithing) +13, Craft (weaponsmithing) +13, Diplomacy +9, Gather information +7, Handle animal +6, Heal +3, Intimidate +9, Profession (smith) +16, Ride +4, Sense motive +9, and Spot +7.
Feats and Powers: Leadership, Negotiator, Persuasive, Power attack, Skill focus (profession - smith), Weapon focus (light hammer).
Equipment: Sturdy clothing, chain shirt +3, light hammer +3, ring +2 AC, ring of mind shielding.
Note: The arms merchant is often accompanied by his cohort (a powerful dwarven defender), and has numerous underlings, all of whom are extremely loyal to him (i.e.: leadership feat).

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#57 - THE FABLED BARTENDER
Commoner 15th level; DMG 3.5

There is this much renown inn where adventurers and legendary NPCs are often met. As such, the aging bartender, who has been here for years, has seen many things and lived many incidents that were like minor adventures in themselves. So, the bartender eventually got much experienced, and become a small legend in his own right, despite having done nothing peculiar at all, and remained in his inn for all those years.

Alignment: N (he has seen so many different people, that he now prefers to remain careful about what to believe and how to behave)

Bartender: Human, Commoner 15th-lvl.
Combat: AC= 10 (touch 10, flat-footed 10); Hit-points: 38; Initiative: +0; Speed: 30 ft.; BAB +7/ +2, Grap +9; Atk: melee: +7/ +2 (1d6, 20/x2, club), ranged: +10/ +5 (1d8, 19-20/x2, 80 ft., light crossbow).
Saves: Fort +5, Ref +7, Will +7.
Abilities: Str 10 (+0), Dex 14 (+2), Con 10 (+0), Int 13 (+1), Wis 10 (+0), Cha 15 (+2).
Racial Traits: Human: bonus feat and skills (counted below)
Skills: Craft (cooking) +11, Diplomacy +9, Handle animal +5, Listen +5, Profession (bartender) +12, Knowledge (arcana) +3, Knowledge (geography) +6, Knowledge (local) +10.
Feats and Powers: Iron will, Simple weapons proficiency, Skill focus (knowledge - local), Weapon focus (light crossbow), Point blank shot, Precise shot.
Equipment: Simple clothes, club and light crossbow behind the counter.
Note: The bartender is used to fight with his crossbow from cover (usually behind the bar).

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#58 - THE DEDICATED SENTINEL
Warrior 15th level; DMG 3.5

This now aging half-orc is the most dedicated sentinel to have ever lived. In fact, he had been charmed by his spellcaster employer to become extremely serious about his job, and so this character spent his time training as he could in weapon practice during his watch. Furthermore, his employer summoned creatures everyday and sent them against the sentinel so he would remain on his guard and get further training. As such, the half-orc became an extremely effective sentinel, even if he is not a true soldier or mercenary (i.e.: of the fighter class) trained in actual battlefield combat and warrior war tactics (i.e.: focusing on combat feats).

Alignment: LN (extremely reliable and stubborn sentinel who cannot be bribed).

Bodyguard: Half orc, Warrior 15th-lvl.
Combat: AC= 18 (touch 13, flat-footed 17); Hit-points: 100; Initiative: +1; Speed: 20 ft.; BAB +15/ +10/ +5, Grap +18; Atk: melee: +20/ +15/ +10 (1d10+5, 19-20/x3, halberd +2 keen), melee +19/ +14/ +9 (1d6+4, 19-20/x2, shortsword +1), ranged: +16/ +11/ +6 (1d8, 19-20/x2, 80 ft., light crossbow).
Saves: Fort +11, Ref +6, Will +6.
Abilities: Str 17 (+3), Dex 13 (+1), Con 15 (+2), Int 9 (–1), Wis 8 (–1), Cha 8 (–1).
Racial Traits: Half orc: Darkvision, orc blood.
Skills: Intimidate +1, Listen +8, Spot +8.
Feats and Powers: Alertness, Combat expertise, Iron will, Skill focus (listen and spot), Power attack, Cleave.
Equipment: Sturdy clothes, chainmail +2, halberd +2 keen, shortsword +1, light crossbow.

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#59 - THE LUCKY VAGABOND
Commoner 18th level; DMG 3.5

This poor old vagabond never had any ambition beyond daily survival. Nonetheless, long ago he per chance found two magical items when some adventurer died and fell from a high wall in front of him. The vagabond just had the great idea to take his belonging then flee, and it's how he came by a ring of sustenance and a stone of good luck. The fact is, these two items greatly helped him survive for a so long time. Then, in the troubled land in which he remained for a so long time, always hiding and moving away from danger, he eventually acquired much experience, even if of a much narrow sort. As such, he became the highest level beggar in the world.

Alignment: CN (a solitary outcast)

Lucky Vagabond: Half-elf, Commoner 18th-lvl.
Combat: AC= 10 (touch 10, flat-footed 10); Hit-points: 81; Initiative: +0; Speed: 30 ft.; BAB +9 /+4, Grap +9; Atk: melee: +9 /+4 (1d6, 20/x2, club), ranged: +9 /+4 (1d4, 19-20/x2, dagger).
Saves: Fort +10, Ref +6, Will +7. Immunity to sleep effects, +2 vs. Enchantment magic.
Abilities: 10 (+0), Dex 11 (+0), Con 14 (+2), Int 10 (+0), Wis 12 (+1), Cha 8 (–1).
Racial Traits: Half-elf: Low light vision, Immunities (see above), Skill bonuses (counted below), elven blood.
Skills: Climb +7, Heal +3, Hide +9, Listen +11, Move silently +4, Profession (beggar) +4, Spot +7, Survival +8.
Feats and Powers: Alertness, Great fortitude, Run, Self sufficient, Skill focus (hide, survival), Stealthy.
Equipment: Ragged and stinky clothing, club, ring of sustenance, stone of good luck.
Note: This character never attacks, only fight when unable to do otherwise, and will try to hide and escape anytime he could be confronted with danger.

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#60 - THE ELDER WISE-WOMAN
Expert/Adept 16th level; Source (PHB, Arcana Unearthed, etc.)

When she was young, the elder wise-woman discovered that she had been gifted with a talent for healing. Then, as she was much caring for others, and living in troubled times, she could but spend her time helping and healing people around. Then, over the years she became a much experienced and respected healer in her own community, and at old age is a renown character in her region.

Alignment: NG (benevolent person willing to help, at least among her own community)

Elder Wise-woman: Half-elf, Expert 3rd-lvl./ Adept 13th-lvl.
Combat: AC= 10 (touch 10, flat-footed 10); Hit-points: 40; Initiative: +0; Speed: 30 ft.; BAB +8 /+3, Grap +7; Atk: melee: +7 /+2 (1d4–1, 19-20/x2, dagger), ranged: +8 /+3 (1d4–1, 19-20/x2, 10 ft., dagger).
Saves: Fort +6, Ref +5, Will +14. Immunity to sleep effects, +2 vs. Enchantment magic.
Abilities: Str 8 (–1), Dex 10 (+0), Con 9 (–1), Int 11 (+0), Wis 17 (+3), Cha 13 (+1).
Racial Traits: Half-elf: Low light vision, Immunities (see above), Skill bonuses (counted below), elven blood.
Skills: Craft (medicines) +12, Diplomacy +9, Heal +20, Knowledge (local) +12, Knowledge (nature) +12, Listen +4, Profession (healer) +12, Sense motive +9, Spot +4.
Feats and Powers: Brew potion, Great fortitude, Skill focus (craft, heal, 2 knowledge skills).
Spell: (Adept 13th-lvl.; Spells per day: 3/ 4/ 4/ 3/ 1): 0-lvl.: Cure minor wound (x2), Purify food and drink. 1st-lvl.: Cure light wounds (x3), Sleep. 2nd-lvl.: Cure moderate wounds (x3), Invisibility. 3rd-lvl.: Neutralize poison, Remove disease (x2). 4th-lvl.: Restoration.
Equipment: Peasant's outfit, dagger, medicine bag.
Note: Healer use their Sleep spell to defend themselves when need be, but before all to help them keep their patients quiet when curing them. Invisibility is kept only as an emergency spell however.

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Turanil

First Post
Guys! I have plans to add many more NPCs:
- The Circus : acrobats, troubadours, entertainers, etc.
- The Navy: mariners, buccaneers, pirates, captains, etc.
- The Arena: gladiators of all sorts
- The Thieves' Guild: prostitutes, pick-pockets, burglars, racketeers, guild-masters, assassins, etc.
- The Elven Host: elven enchantresses, champions, and others
- The Brigands: low level bandits and their leader

So the most commonly used/encountered NPCs will be found in this compilation. However, there is room for more: there is room for more unique individuals, higher level characters (range 5th to 12th), yet NPCs integrated into a medieval society. That is, any villain generic enough so it could be reused, would be welcome. Also archpriests, high nobles, and the like would be useful. The only thing inappropriate are the typical PC adventurer who doesn't fit within society.

I otherwise hope you find this thread / compilation useful.

Thanks.
 

Thanael

Explorer
This thread is phenomenal! Great work Tulanil.
I like all the ideas you listed, esp carnival and thieves guild.
I`ll try to contribute some soon...
 

Turanil

First Post
Thanks. Here is the carnival; next time should be either the pirates or the thieves' guild.

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THE CIRCUS

Not all troubadours and acrobats should be of the bard class. The latter is for exceptional characters, who belong to bardic colleges, or were raised among the elves. In fact, most troubadours and other entertainers are usually of the expert class: their trade requires to be competent in many skills, but magic is not one of them. Otherwise, troubadours and the like will often be found travelling the land in bands, be they gypsies or circuses of some sort.

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#61 - MINSTREL
Bard 4th level; PHB 3.5

The minstrel is a true artist who lives for her music. She most probably belongs to a bardic college and learned her magic as part of its traditions. When belonging to a troupe of troubadours, the minstrel is likely to be the main person around whom the troupe will organize its shows. The minstrel is likely to be the best singer and musician, whose art enthrall the audience rather than just entertain it.

Alignment: Typically NG, CG (free wandering individualist, and lover of the arts).

Minstrel: Half-elf, Bard 4th-lvl.
Combat: AC= 11 (touch 11, flat-footed 10); Hit-points: 14; Initiative: +1; Speed: 30 ft.; BAB +3, Grap +3; Atk: melee: +3 (1d6, 18-20/x2, rapier), ranged: +4 (1d4, 19-20/x2, 10 ft., dagger).
Saves: Fort +1, Ref +5, Will +6. Immunity to sleep effects, +2 vs. Enchantment magic.
Abilities: Str 10 (+0), Dex 12 (+1), Con 11 (+0), Int 10 (+0), Wis 14 (+2), Cha 15 (+2).
Racial Traits: Half-elf: Low light vision, Immunities (see above), Skill bonuses (counted below), elven blood.
Skills: Bluff +6, Concentration +4, Diplomacy +6, Knowledge (history) +4, Listen +6, Perform (music & singing) +12, Profession (artist) +6, Sense motive +6.
Feats and Powers: Skill focus (perform); Bardic knowledge (+4), Bardic music (4/day): Countersong, Fascinate, Inspire courage +1, Inspire competence.
Spell: (Bard 4th-lvl.; Spells per day: 3/ 3/ 1): Spell known: 0-lvl.: Cure minor wound 1st-lvl.: Cure light wounds, Sleep. 2nd-lvl.: Invisibility.
Equipment: Nice outfit, rapier, dagger, fine musical instrument.

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#62 - ACROBAT
Expert 4th level; Unearthed Arcana (Generic Expert variant)

The acrobat is the athletic counterpart of the minstrel, focusing on acrobatics rather than music. As such, an acrobat tumbles, juggles, and performs feats of balance, but usually doesn't know how to sing or play a musical instrument.

Alignment: Typically CG, CN, N (free wandering individualist).

Acrobat: Human, Expert 4th-lvl.
Combat: AC= 10 (touch 10, flat-footed 10); Hit-points: 18; Initiative: +2; Speed: 30 ft.; BAB +3, Grap +4; Atk: melee: +4 (1d6+1, 20/x2, staff), ranged: +5 (1d4+1, 19-20/x2, 10 ft., dagger).
Saves: Fort +5, Ref +8, Will +1.
Abilities: Str 13 (+1), Dex 15 (+2), Con 12 (+1), Int 10 (+0), Wis 10 (+0), Cha 12 (+1).
Racial Traits: Human: bonus feat and skills (counted below).
Skills: Balance +9, Climb +8, Concentration +8, Jump +13, Perform (juggling) +6, Profession (artist) +3, Ride +9, Tumble +14.
Feats and Powers: Acrobatic, Endurance, Lightning reflexes, Run, Skill focus (jump, tumble).
Equipment: Entertainer outfit, staff and dagger (also used in shows).

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#63 - STRONGMAN - TAMER
Expert 4th level; Unearthed Arcana (Generic Expert variant)

The strongman is the guy who performs feats of strength, lifting heavy weights, brawling with spectators, and so on. He is well muscled, and part of his show consists in showing his bulging muscles, and in fact, he usually manages to look stronger than he really is. In addition, the strongman doubles as a tamer who shows some big animal to the spectators. This is usually a single animal, like a bear, as small troupes of troubadours are unlikely to have any more.

Alignment: Typically CG, CN, N (free wandering individualist).

Strongman-Tamer: Half orc, Expert 4th-lvl.
Combat: AC= 11 (touch 11, flat-footed 10); Hit-points: 23; Initiative: +1; Speed: 30 ft.; BAB +3, Grap +6; Atk: melee: +6 (1d8+3, 20/x3, warhammer), melee: +4 (1d3+3, non-lethal, 20/x2, whip).
Saves: Fort +7, Ref +5, Will +0.
Abilities: Str 16 (+3), Dex 12 (+1), Con 13 (+1), Int 9 (–1), Wis 8 (–1), Cha 11 (+0).
Racial Traits: Half-orc: Darkvision, orc blood.
Skills: Balance +5, Concentration +5, Handle animal +10, Heal +3, Intimidate +4, Jump +7, Profession (artist) +3, Use rope +5.
Feats and Powers: Endurance, Great fortitude, Skill focus (Handle animal), Toughness, Wild empathy (as druid).
Equipment: Entertainer outfit, warhammer and whip (also used in shows).

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#64 - TROUBADOUR
Expert 3rd level; DMG 3.5

The troubadour is the most common sort of acting and singing artist. He is well rounded in many kinds of stage performance, from music to juggling to hand manipulations. Troubadours are not always welcome, usually as a result of bad performance or populace's suspicion (they sometimes have a reputation for being thieves as well as artists), so they have learned to be fleet of foot when need be.

Alignment: Typically CG, CN, N (free wandering individualist).

Troubadour: Human, Expert 3rd-lvl.
Combat: AC= 10 (touch 10, flat-footed 10); Hit-points: 14; Initiative: +1; Speed: 30 ft.; BAB +3, Grap +3; Atk: melee: +3 (1d4, 19-20/x2, dagger), ranged: +3 (1d4, 19-20/x2, 10 ft., dagger).
Saves: Fort +1, Ref +2, Will +4.
Abilities: Str 10 (+0), Dex 12 (+1), Con 10 (+0), Int 10 (+0), Wis 10 (+0), Cha 14 (+2).
Racial Traits: Human: bonus feat and skills (counted below).
Skills: Balance +5, Climb +4, Escape artist +5, Jump +4, Perform (act, music, sing) +7, Profession (artist) +3, Tumble +5, Sleight of hands +5.
Feats and Powers: Acrobatic, Agile, Run.
Equipment: Entertainer outfit, dagger, musical instrument.

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#65 - ENTERTAINER
Commoner 2nd level; DMG 3.5

Entertainers are typically found in troubadour troupes and circuses as aids and walk-ons. They may either be young and inexperienced people who learn the trade (and will later evolve into the expert class to become troubadours), or older performers who simply lacks any talent. When they do not belong to a troupe and are left to their own, they generally end up as vagabonds.

Alignment: Typically CG, CN, N (free wandering individualist).

Entertainer: Human, Commoner 2nd-lvl.
Combat: AC= 10 (touch 10, flat-footed 10); Hit-points: 5; Initiative: +1; Speed: 30 ft.; BAB +1, Grap +1; Atk: melee: +1 (1d4, 19-20/x2, dagger), ranged: +2 (1d4, 19-20/x2, 10 ft., dagger).
Saves: Fort +0, Ref +1, Will +0.
Abilities: Str 10 (+0), Dex 12 (+1), Con 10 (+0), Int 10 (+0), Wis 10 (+0), Cha 13 (+1).
Racial Traits: Human: bonus feat and skills (counted below).
Skills: Craft (any) +2, Jump +5, Perform (any) +6, Tumble +6.
Feats and Powers: Skill focus (perform, tumble).
Equipment: Entertainer outfit, dagger, musical instrument.

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joss66

First Post
#66 - MANHUNTER
Urban Ranger 6/ Justicar 3; Unearthed Arcana/Complete Warrior

The Manhunter is a kind of bounty hunter specialized in finding people and bringing them back alive.

Alignment : LG or LN

Manhunter : UrRan6/Jus3
Combat : AC 19 (+1 Dex, +6 Banded Mail, +2 Shield) ; HD 9d10 ; HP 60 ; Init +3 (+3 Dex) ; Spd 30 ft. ; Attack +11/+6 melee, or +10/+5 ranged
Saves : Fort +5, Ref +5, Will +3
Abilities : Str 15, Dex 17, Con 10, Int 13, Wis 12, Cha 13
Skills : Bluff +1.5, Climb +10, Concentration +8, Survival +10, Hide +5, Listen +3, Move silently +8, Profession +10, Search +10, Spot +10, Tumble +5, Gather Information +6 (+2)
Feats : Blind-fight, Combat reflexes, Dodge, Improved unarmed strike, [Urban Tracking], Bring'em back alive, nonlethal strike +1d6, street savvy +2, Improved grapple, Crippling Strike
Spells : (Ranger Spells Per Day: 2) 1th: comprehend languages, detect alignment, message, find secret doors
Equipment : Large Steel Shield; Banded Mail; Masterwork Halbred +2; Silver Longsword +1; Longbow; 34 Masterwork Arrows; Masterwork Manacles; Potion of Jump; Scroll of Resistance (Divine magic; lvl 3); Amulet of Natural Armor +1; Cloak of Resistance +1; 2 Vials of Antitoxin
 

John Q. Mayhem

Explorer
#67 - ELITE ELVEN CAVALRY
Ranger 4; Source (PHB)

This is an elite elven mounted warrior. It is intended primarily to represent a Valenar elf focused on mounted archery at the middle of his mandatory military service, but can of course be used for any elite elf cavalryman.

Alignment: Valenar usually TN; standard elf usually CG.

Elven Cavalry Elven ranger 4.
Combat: AC= 17 (touch 14, flat-footed 13); Hit-points: 25; Initiative: +3; Speed: 30 ft.; BAB +4, Grap +6, melee: +7 (1d6+2, critical 18-20/x2, masterwork scimitar), ranged: +6/+6 (1d8+1, critical x3, masterwork composite longbow (Str +1)).
Saves: Fort 4+1, Ref 4+3, Will 1. +2 against enchantments.
Abilities: Str 14 (+2), Dex 17 (+3), Con 12 (+1), Int 10 (+0), Wis 10 (+0), Cha 10 (+0).
Racial Traits: Elf: Low-light vision, weapon proficiency, immune to sleep, +2 vs. enchantments, +2 Spot, Search, Listen, automatically search for secret doors.
Skills: Handle Animal +7, Hide +9, Listen +9, Move Silently +9 Ride +10, Spot +9, Survival +7.
Feats and Powers: TrackB, Mounted Combat, Mounted Archery, Rapid ShotB, EnduranceB, Animal Companion (war-trained heavy horse), Wild Empathy (+4; +0 with magical beasts), Favored Enemy (humans +2).
Equipment: Light clothing, masterwork chain shirt, masterwork scimitar, masterwork light wooden shield, masterwork composite longbow (Str +1), quiver of arrows.
Note: Elven cavalry often use hit-and-run tactics; their bonds with their mounts gives them a significant advantage in combat.
 
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