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[d20 / D&D 3.5] d100 NPCs Thread

Turanil

First Post
Hey! Thanks to your contributions. I am glad this thread is not entirely dead and forgotten. In fact, I intend to begin the compiled document soon (needs time and courage), to make it available to the community. This will be "version 1" and will also include the d20 Modern stat-blocks. Further stat-blocks could be contributed then, and will be added in subsequent versions 2, version 3, etc.

Anyway, here is another NPC:

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#85 - HOBGOBLIN COWARDLY OFFICER
Fighter/Rogue 6; PHB 3.5

This unusual character is a petty officer in a hobgoblin army. Unlike other hobgoblin soldiers who rise in the military hierarchy in being effective and fearless warriors, this one is a cunning manipulative coward who climbed the ranks in hiding behind his men and making them die on his behalf. This is the type of character who will harass the PCs, always fleeing just before they could harm him, and coming back later with new soldiers (of whom he doesn't care if they die because of his own failings…).

Alignment: CE (liar, whiner, bully, coward, cunning, and manipulative)

Hobgoblin Petty Officer: Hobgoblin; Fighter 1st-lvl. / Rogue 5th-lvl.
Combat: AC= 19 (touch 16, flat-footed 15); Hit-points: 40; Initiative: +7; Speed: 30 ft.; BAB +4, Grap +6, melee: +7 (1d8+2, 19-20/x2, MW longsword), ranged: +7 (1d8, 19-20/x2, 80 ft., light crossbow).
Saves: Fort +5, Ref +7, Will +2.
Abilities: Str 14 (+2), Dex 16 (+3), Con 14 (+2), Int 10 (+0), Wis 13 (+1), Cha 11 (+0).
Racial Traits: Hobgoblin: Darkvision 60 ft., Bonus to Move silently checks (counted below).
Skills: Bluff +5, Escape artist +8, Hide +8, Intimidate +9, Listen +6, Move silently +12, Ride +8, Sense motive +4, and Spot +6.
Feats and Powers: Dodge, Improved initiative, Mobility, Run. Sneak attack (+3d6), Evasion, Uncanny dodge, Trap-finding, Trap sense (+1).
Equipment: Studded leather +2, MW longsword, light crossbow.
Note: Only goes into melee when he is certain to win easily, otherwise will flee at the first opportunity, pretending going to seek reinforcements.

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Elder-Basilisk

First Post
#86 - Wereboar blacksmith
Exp 3; Source (PHB, DMG, Monster Manual)

The blacksmith has a dirty secret (or maybe he doesn't even know). At night, when the moon is full, he tears off his clothes, runs outside, wallows in the mire, and eats trash thrown out onto the street--well, that's what he would do if he didn't take precautions... that and trample or gore anyone who annoyed him or got in his way during his nocturnal rampage.

Despite this curse, however, the blacksmith manages to be one of the more influential men in the community. He is a skilled wrestler and generally wins the yearly contests in wrestling on Saint Ceril's day. He is also a shrewd businessman and, since he became a master craftsman last year, is thought to be the most eligable bachelor in his small town. He'll need every bit of his charm, however, when his bride discovers the sty he keeps in the basement in order to keep his affliction secret.

If his history becomes known, the lycanthropy is the result of an old family curse that is said to have originated when his great great grandfather stole the grain offering from the temple of the moon goddess. Since he had defiled her altar in order to satisfy his appetite, she cursed him and his progeny to wear the form that suited his actions every month when the moon is full.

Alignment: N

Wereboar blacksmith--Human form Human Expert 3rd-lvl.
Combat: AC= 14 (touch 10, flat-footed 14); Hit-points: 59; Initiative: +0; Speed: 30; BAB +4, Grap +10, melee: +6 (1d4+2, fist), or +7 (1d8+3, x3, spear), ranged: +5 (1d10, 19-20, heavy crossbow).
Saves: Fort +5, Ref +4, Will +7.
Abilities: Str 15 (+2), Dex 11 (+0), Con 13 (+1), Int 12 (+1), Wis 12 (+1), Cha 14 (+2).
Racial Traits: Human: Bonus skills, bonus feat.
Skills: Bluff +6 5r, Craft: Armorer +9 6r, Craft: Weaponsmith +9 6r, Diplomacy +12 6r, Intimidate +9 5r, Knowledge: Local +3 2r, Knowledge: metalurgy +6 5r, Listen +3 0r, Profession: Blacksmith +10 6r, Sense Motive +7 6r, Speak Language: 1 extra language, Spot +3 0r
Feats and Powers: Alertness (b). Improved Grapple, Improved Unarmed Strike, Iron Will (b), Skill Focus: Profession Blacksmith; Alternate form, boar empathy, ferocity, low-light vision, scent
Equipment: sturdy clothing, dagger, masterwork artisan's tools (for weapons and armor), potion of cure light wounds, masterwork spear, masterwork chain shirt, heavy crossbow, ten masterwork bolts.

Wereboar blacksmith--Boar form Human Expert 3rd-lvl.
Combat: AC= 18 (touch 10, flat-footed 18); Hit-points: 59; Initiative: +0; Speed: 40; BAB +4, Grap +10, melee: +8 (1d8+6, gore).
Saves: Fort +8, Ref +4, Will +7.
Abilities: Str 19 (+4), Dex 11 (+0), Con 21 (+5), Int 12 (+1), Wis 12 (+1), Cha 14 (+2).
Racial Traits: Human: Bonus skills, bonus feat.
Skills: Bluff +6 5r, Craft: Armorer +9 6r, Craft: Weaponsmith +9 6r, Diplomacy +12 6r, Intimidate +9 5r, Knowledge: Local +3 2r, Knowledge: metalurgy +6 5r, Listen +3 0r, Profession: Blacksmith +10 6r, Sense Motive +7 6r, Speak Language: 1 extra language, Spot +3 0r
Feats and Powers: Alertness (b). Improved Grapple, Improved Unarmed Strike, Iron Will (b), Skill Focus: Profession Blacksmith; Alternate form, boar empathy, ferocity, low-light vision, scent, DR 10/silver, curse of lycanthropy

Wereboar blacksmith--Hybrid form Human Expert 3rd-lvl.
Combat: AC= 18 (touch 10, flat-footed 18); Hit-points: 59; Initiative: +0; Speed: 40; BAB +4, Grap +10, melee: +9 (1d8+6, spear) and +3 (1d8+2 gore), or +8 (1d4+4 x2, claws) and +3 (1d8+2 gore).
Saves: Fort +8, Ref +4, Will +7.
Abilities: Str 19 (+4), Dex 11 (+0), Con 21 (+5), Int 12 (+1), Wis 12 (+1), Cha 14 (+2).
Racial Traits: Human: Bonus skills, bonus feat.
Skills: Bluff +6 5r, Craft: Armorer +9 6r, Craft: Weaponsmith +9 6r, Diplomacy +12 6r, Intimidate +9 5r, Knowledge: Local +3 2r, Knowledge: metalurgy +6 5r, Listen +3 0r, Profession: Blacksmith +10 6r, Sense Motive +7 6r, Speak Language: 1 extra language, Spot +3 0r
Feats and Powers: Alertness (b). Improved Grapple, Improved Unarmed Strike, Iron Will (b), Skill Focus: Profession Blacksmith; Alternate form, boar empathy, ferocity, low-light vision, scent, DR 10/silver, curse of lycanthropy

Note The wereboar blacksmith is statted as a natural lycanthrope. He could easily be modified to an afflicted lycanthrope: just reduce his alternate forms' DR to 5/silver and replace his intimidate ranks with control shape (if he's been afflicted for a long time; otherwise, he wouldn't have any).
 

Elder-Basilisk

First Post
#87 - Dervish Champion
Fighter 4/Ranger 1/Dervish 7; Source (PHB, Complete Warrior)

The war leader of an obscure desert sect of religious enthusiasts. The most dangerous swordsman of the desert. The gods' appointed hand of judgement bringing death to the decadent. A guide and rescuer of weary pilgrims amid the trackless wastes. All of these descriptions and more have been applied to the Dervish. In your campaign, he could occupy any or all of these roles.

Alignment: It could be any, but in this case it is N

Dervish Champion Human Dervish 12th level.
Combat: AC= 23 (touch 17, flat-footed 20) [+6 chain shirt, +2 dervish, +3 dex, +1 natural, +1 deflection]; Hit-points: 99; Initiative: +5; Speed: 40; BAB +12/+7/+2, Grap +16, melee: +18/+13/+8 (1d6+7+1d6 fire, 15-20 scimitar, weapon used), or +16/+11/+6 melee (1d6+7 +1d6 fire, 15-20 scimitar) and +16/+11 melee (1d6+5 15-20 scimitar), or ranged: +16/+11/+6 (1d6+5, /x3, composite shortbow).
Saves: Fort +12, Ref +11, Will +8
Abilities: Str 16 (+3) [18 (+4)], Dex 17 (+3), Con 14 (+2), Int 13(+1), Wis 10 (+0), Cha 15 (+2).
Racial Traits: Human: Bonus feat and skills.
Skills: Intimidate +4 2r, Jump +11 8r, Listen +15 15r, Perform (dance) +17 3 r cc & 12 r, Survival +8 8r, Tumble +17 3rcc & 10r
Feats and Powers: Combat Expertise, Dodge, Elusive Target, Improved Critical: Scimitar, Improved Two Weapon Fighting Mobility, Spring Attack, Track, Two Weapon Fighting, Weapon Focus: Scimitar, Weapon Specialization: Scimitar; AC Bonus +2, Dance of Death, Dervish Dance 4/day, Elaborate Parry, Fast Movement +10 ft, Favored Enemy: elves +2, Improved Reaction, Movement Mastery, Slashing Blades, Wild Empathy +3
[/B]Equipment:[/B] +1 flaming Scimitar, +1 scimitar, dagger, +2 chain shirt, +1 amulet of natural armor, +1 ring of protection, gauntlets of ogre power, 2 potions of cure light wounds, 2 potions of cure serious wounds, potion of lesser restoration, +2 cloak of resistance, masterwork mighty [+3] composite shortbow, 20 arrows, net, bola.

AC Bonus (Ex): A dervish gains this bonus to Armor Class as long as she is wearing no armor or light armor and not carrying a shield. This bonus to AC applies even against touch attacks or when the dervish is flat-footed. She loses this bonus when she is immobilized or helpless, when she wears any armor heavier than light, when she carries a shield, or when she carries a medium or heavy load.
Dervish Dance (Ex): A dervish can become a whireling dancer of death a certain number of times per day. While in this dervish dance, she can take a full attack action (for melee attacks only) and still move up to her speed. However, the dervish must move a minimum of 5 feet between each attack when using this ability, and she cannot return to a square she just exited (though she may return to that square later during her full attack). The dervish is subject to attacks of opportunity while dancing but may tumble normally as part of her move. A dervish prevented from completing her move is also prevented from finishing her full attack.
If a dervish wields a slashing weapon while in a dervish dance, she gains a bonus on her attack and damage rolls. This bonus is +1 at 1st level and it increases by an extra +1 at every odd-numbered level thereafter.
A dervish may only perform a dervish dance while wielding a slashing weapon (she may use a double weapon, or multiple weapons, only if both ends of the weapon or all weapons are of the slashing type). She cannot perform a dervish dance in any armor heavier than light or if she is using a shield. While dancing, a dervish cannot use skills or abilities that involve concentration or require her to remain still such as Move Silently, Hide, or Search. A dervish with the bardic music ability can, however, sing while she dances, and a dervish can use the Combat Expertise feat while in a dance. A dervish cannot perform a dervish dance while under the effect of a rage or frenzy ability.
A dervish can perform a dervish dance only once per encounter. A dervish dance lasts 1 round for every two ranks of Perform (dance) that the character has. At the end of a dervish dance, the character becomes fatigued for the duration of the encounter (unless she is a 9th level dervish, at which point, this limitation no longer applies.
Movement Mastery (Ex): A dervish is so certain of her movements that she is unaffected by adverse conditions. When making a Jump, Perform (dance), or Tumble check, she may take 10 even if stress and distraction would normally prevent her from doing so.
Slashing Blades: A dervish treats the scimitar as a light weapon (rather than a one-handed weapon) for all purposes, including fighting with two weapons.
Dance of Death: At 4th level, a dervish gains the benefit of the Cleave feat while performing a dervish dance, even if she does not meet the prerequisites for the feat. She does not have to move 5 feet before making the extra attack granted by this ability.
Improved Reaction (Ex): When she attains 6th level, a dervish gains a +2 bonus on initiative rolls.
Elaborate Parry (Ex): When she attains 7th level, a dervish gains an extra +4 bonus to Armor Class when she chooses to fight defensively or use all-out defense in melee combat.
 

Elder-Basilisk

First Post
#88 - Noble Duellist
Fighter/Aristocrat 12; Source (PHB, DMG)

When his cousin accused him of usurping his father's inheritance, he challenged him to a duel and killed him to avenge the insult. When his peasants rose in rebellion against his exorbitant taxation, he stood in the gates of his manor and slew all who approached. Afterwards, he had the leaders of the rebellion drawn and quartered in the town square as an example of what happens to traitors.

The noble duellist is well suited to the role of a villain in the campaign. He could be a major villain, a minor villain who is an ally of an evil king or count, an untouchable villain whose position and martial skill enables him to avoid answering for his crimes, or even a cruel and disreputable ally whose assistance is vital to the PCs but whose reputation and methods make them uncomfortable.

Alignment: LE

Entry's name: Human Fighter 8/Aristocrat 4.
Combat: AC= 24 (touch 13, flat-footed 23); Hit-points: 86; Initiative: +1; Speed: 20 ft.; BAB +11/+6/+1, Grap +15, melee: +18/+13/+8 (1d10+9 +1d6 fire, +2d6 vs. chaotic, 17-20, heavy flail), ranged: +13 (1d4+5, 19-20, dagger).
Saves: Fort +10, Ref +6, Will +11.
Abilities: Str 18 (+4), Dex 12 (+1), Con 12 (+1), Int 13 (+1), Wis 13 (+1), Cha 12 (+1).
Racial Traits: Human: Bonus feat, skill points..
Skills: Appraise +8 7r, Bluff +10 7r, Diplomacy +12 7r, Handle Animal +6 5r, Intimidate +20 15r, Ride +17 15r, Sense Motive +16 12.5r (11 cc points, 7 class points)
Feats and Powers: Combat Expertise, Greater Weapon Focus: Heavy Flail, Improved Critical: Heavy Flail, Improved Trip, Iron Will, Mounted Combat, Ride By Attack, Spirited Charge, Skill Focus: Sense Motive, Weapon Focus: Heavy Flail, Weapon Specialization: Heavy Flail.
Equipment: Heavy Warhorse with military saddle, +1 axiomatic shock heavy flail, Ring of Mind Shielding, signet ring, +3 called fullplate of light fortification, +2 ring of protection, +2 cloak of resistance, +1 dagger, Noble’s outfit.
 

Elder-Basilisk

First Post
#89 - The Good Ruler
Paladin 12; Source (PHB, Complete Adventurer, Complete Arcane, Complete Warrior, Living Greyhawk Journal)

Every nation has its own legend of its good ruler whether it is King Arthur, Richard the Lionhearted (in the Robin Hood stories), Queen Elizabeth, King Wenceslaus, or Chalemagne. The Good Ruler, fills that role. He need not be a king--he could well be a relatively low ranking vassal, but he is the ruler of his domain and he rules it well. He is insightful and just. He is bold in battle and skilled in the games of politics--for he can sense hidden motives and makes friends well though he does not lie and that sometimes hinders him.

As a ruler, however, he sometimes finds his ability to do good hindered. Too many seek alms at his door and many who need them most do not. Those who he sees are the influential and the depraved--those who seek judgements in his court or on whom his court must pass judgement. In order to escape, for a time, from these responsibilities, he periodically covers his fine cloak with mud, dons the garb of a wandering friar, and, in that disguise travels throughout his lands, healing the sick and giving aid to the needy. He is skilled enough that, even without his armor and armed only with a humble traveller's staff, he is well able fend off any common robbers or brigands who might beset him--or who he might see besetting others.

He might interact with PCs as their patron, ally, deus ex machina--his wandering friar disguise is quite appropriate for this, though, at the head of his household guards, he would also be the proverbial cavalry--or even as a rival or adversary. (Chaotic or evil PCs could easily earn his wrath, but it is also possible that lawful or good PCs could come into conflict with him if they are seeking to protect a lawbreaker, to preserve an evil item (especially if they're trying to keep it a secret), or using questionable means in the pursuit of their ends).

Alignment: LG

The Good Ruler--full battle harness: Human Paladin 12th-lvl.
Combat: AC= 26 (touch 12, flat-footed 25); Hit-points: 123; Initiative: +1; Speed: 20; BAB +12/+7/+2, Grap +16, melee: +17/+12/+7 (1d6+5+1d6 shock, 15-20, +1 keen shocking burst scimitar), ranged: +14/+9/+4 (1d8+5, x3, mighty composite longbow).
Saves: Fort +18, Ref +12, Will +14.
Abilities: Str 18 (+4), Dex 12 (+1), Con 16 (+3), Int 15 (+2), Wis 16 (+3), Cha 18 (+4) [20 (+5)].
Racial Traits: Human: Bonus feats and skills
Skills: Diplomacy +24 15r, Handle Animal +10 5r, Knowledge Arcana +3 1r cc, Knowledge: Local +3 1r cc, Knowledge Nobility and Royalty +7 5r, Knowledge Religion +7 5r, Profession Judge +12 9r, Ride +18 15r, Sense Motive +18 15r, Spellcraft +3 1r cc
Feats and Powers: Cleave, Divine Might, Extra Smiting, Leadership, Power Attack, St. Cuthbert's Smite (smite evil affects Chaotic creatures as well, +1 smite/day); Aura of Courage, Detect Evil, Divine Grace, Divine Health, Lay on Hands (60hp/day), Remove Disease 3/week, Smite Evil or Chaos 6/day, Summon Mount, Turn Undead 8/day
Equipment: Noble's outfit, dagger, +1 lance, +1 keen shocking burst scimitar, masterwork mighty [+4] composite longbow, masterwork halberd, +2 fullplate, +2 heavy steel shield, +2 vest of resistance, +2 cloak of charisma, +1 ring of protection, silversheen, potion of cure serious wounds, potion of lesser restoration, 1st level pearl of power, bejewelled gold holy symbol of St. Cuthbert.

Spells per day 2/2/2
Spells prepared:
1st--Bless Weapon, Lesser Restoration
2nd--Divine Insight, Zone of Truth
3rd--Discern Lies, Remove Curse

The Good Ruler--beggar disguise Human Paladin 12th-lvl.
Combat: AC= 11 (touch 11, flat-footed 10); Hit-points: 123; Initiative: +1; Speed: 20; BAB +12/+7/+2, Grap +16, melee: +16/+11/+6 (1d6+6, x2, quarterstaff), ranged: +13 (1d4+4, 19-20, dagger).
Saves: Fort +16, Ref +10, Will +12.
Abilities: Str 18 (+4), Dex 12 (+1), Con 16 (+3), Int 15 (+2), Wis 16 (+3), Cha 18 (+4) [20 (+5)].
Racial Traits: Human: Bonus feats and skills
Skills: Diplomacy +24 15r, Handle Animal +10 5r, Knowledge Arcana +3 1r cc, Knowledge: Local +3 1r cc, Knowledge Nobility and Royalty +7 5r, Knowledge Religion +7 5r, Profession Judge +12 9r, Ride +18 15r, Sense Motive +18 15r, Spellcraft +3 1r cc
Feats and Powers: Cleave, Divine Might, Extra Smiting, Leadership, Power Attack, St. Cuthbert's Smite (smite evil affects Chaotic creatures as well, +1 smite/day); Aura of Courage, Detect Evil, Divine Grace, Divine Health, Lay on Hands (60hp/day), Remove Disease 3/week, Smite Evil or Chaos 6/day, Summon Mount, Turn Undead 8/day
Equipment: Beggar's outfit, dagger, +2 cloak of charisma, quarterstaff, wooden holy symbol of St. Cuthbert, 1st level pearl of power.

Spells per day 2/2/2
Spells prepared:
1st--Cure light wounds, Lesser Restoration
2nd--Lesser Restoration x2
3rd--Remove Blindness/Deafness, Remove Curse

Wrath--his warhorse 12th-lvl. paladin mount
Combat: AC= 26 (touch 10, flat-footed 24); Hit-points: 85; Initiative: +1; Speed: 60; BAB +7/+2, Grap +16, melee: +12/+12 (1d8+5, x2, hoof) and +6 (1d4+2, x2, bite).
Saves: Fort +12, Ref +8, Will +5.
Abilities: Str 21 (+5), Dex 13 (+1), Con 18 (+4), Int 8 (-1), Wis 13 (+1), Cha 6 (-2).
Racial Traits: Horse
Skills:
Feats and Powers Augmented Natural Attack: Hoof, Endurance, Run, Weapon Focus: Hoof; Empathic Link, Improved Evasion, Share Spells, Share Saving Throws, Improved Speed, Command Creatures of its Kind
EquipmentChain shirt barding, military saddle, +1 lance.

#90 - His Trusted Advisor
Rog 3/Wiz 5/Arcane Trickster 2; Source (Complete Arcane, PHB, DMG)

Every Good Ruler benefits from a right hand man. Someone who can be trusted to know things and to get things done. Someone with extra-ordinary abilities at his disposal. King Arthur had Merlin and Merlin's imprisonment was the beginning of Arthur's woes.

This Good Ruler's right hand man is the man with connections. He has his ear to the ground and he knows what goes on in secret, in high places, and in low. He manages the Good Ruler's estate and handles his finances. And, when danger threatens, he is by the Ruler's side.

Alignment: NG--could also be N

The Right Hand Man Human Arcane Trickster 10th-lvl.
Combat: AC= 17 (touch 13, flat-footed 25); Hit-points: 49; Initiative: +2; Speed: 30; BAB +5, Grap +5, melee: +6 (1d6, 18-20, rapier), ranged: +7 by spell.
Saves: Fort +6, Ref +11, Will +11.
Abilities: Str 10 (+0), Dex 14 (+2), Con 15 (+2), Int 18 (+4) [20 (+5), Wis 13 (+1), Cha 12 (+1).
Racial Traits: Human: Bonus feats and skills
Skills: Bluff +6 5r, Decipher Script +12 7r, Diplomacy +5 0r, Disable Device +14 7r, Disguise +6 5r, Escape Artist +9 7r, Gather Information +16 13r, Intimidate +8 5r, Knowledge: Arcana +10 5r, Knowledge: History +10 5r, Knowledge Local +15 10r, Knowledge Nature +10 5r, Listen +7 6r, Open Lock +10 6r, Profession: Merchant +11 10r, Spot +6 5r, Search +11 6r, Sense Motive +6 5r, Spellcraft +14 7r
Feats and Powers: Craft Magic Arms and Armor, Craft Wondrous Item, Iron Will, Point Blank Shot, Precise Shot, Scribe Scroll, Still Spell; Evasion, Familiar, Ranged Legerdemain 1/day, Sneak Attack +3d6, Trapfinding, Trap Sense +1
Equipment: Noble's outfit, dagger, +2 cloak of resistance, +2 headband of Intellect, 1st level pearl of power, 2nd level pearl of power, Rod of Extend Spell, Rod of Silent Spell, bejewelled gold holy symbol of St. Cuthbert, wand of ray of enfeeblement, wand of fire orb, scroll of Evard's Black Tentacles.

Spells per day Divination Specialist; Evocation barred 4+1/6+1/4+1/3+1/2+1 DC 15+spell level
Spells prepared:
0th--Detect Magic, Detect Poison, Light, Message, Prestidigitation
1st--Alarm, Charm Person, Detect Secret Doors, Hypnotism, Lesser Cold Orb, Mage Armor
2nd--Alter Self, Detect Thoughts, Invisibility, Knock, See Invisibility
3rd--Clairaudience/Clairvoyance, Dispel Magic, Haste, Stilled Detect Thoughts
4th--Anticipate Teleportation, Detect Scrying, Scrying
 
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Elder-Basilisk

First Post
I never did finish that bandit gang I started. Here's their leader:

#91 - Bandit Leader
Ranger 12; PHB, Complete Warrior

Violent thugs are a dime a dozen. Violent thugs with the personal magnetism, understanding and power to hold another group of violent thugs together are not. The Bandit leader is exactly that. He is canny enough to pick targets that his crew of bandits can take on and smart enough to lead them to new pastures whenever they make the neighborhood to hot to hold them. He is skilled at woodswork and can find his way to places few would think to look for them and, if things go poorly, he can run away and start a new group of bandits somewhere else. The price on his head is high, but anyone who wants to collect it will have their work cut out for them.

Alignment: Nearly always Evil--and often Chaotic unless you're running a Robin Hood type game.

Bandit Leader Half-orc ranger 12th-lvl.
Combat: AC= 23 (touch 15, flat-footed 19) [+6 chain shirt, +2 buckler, +4 dex, +1 deflection]; Hit-points: 75; Initiative: +4; Speed: 30; BAB +12/+7/+2, Grap +16, melee: +17/+12/+6 (1d8+4, x3, +1 battle axe), ranged: +15/+15/+10/+5 (1d10+5 +1d6, 19-20/x3, +1 frost composite greatbow).
Saves: Fort +12, Ref +14, Will +7.
Abilities: Str 18 (+4), Dex 18 (+4), Con 12 (+1), Int 11 (+0), Wis 13 (+1), Cha 13 (+1).
Racial Traits: Half-orc: Darkvision 60 ft., Orc blood
Skills: Handle Animal +14 15r, Hide +18 15r, Listen +16 15r, Moves Silently +18 15r, Spot +16 15r, Survival +16 15r
Feats and Powers: Endurance (b), Exotic Weapon Proficiency: Greatbow, Improved Critical: Greatbow, Improved Precise Shot (b), Manyshot (b), Point Blank Shot, Precise Shot, Rapid Shot (b), Track (b), Weapon Focus: Greatbow; Animal Companion, Evasion, Favored Enemy: Dwarves +2, Elves +2, Humans +6, Swift Tracker, Wild Empathy +11, Woodland Stride.
Equipment: +1 battle axe, +2 chain shirt, +1 buckler, dagger, +1 frost Mighty [+4] composite longbow, 30 normal arrows, 10 silvered arrows, potion of cure moderate wounds, potion of cure serious wounds.

Spells Prepared (2/1 base DC 11+spell level):
1st—Arrow Mind, Entangle; 2nd—Barkskin

Animal Companion: Riding dog; medium animal;
Combat:HD 6d8+12; hp 45; Init +3; Spd 40 ft; AC 24 (touch 13, flat-footed 19) [+3 dex, +8 natural, +3 studded leather]; BAB: +4, Grap +8, Atk/Full atk: +9 melee (1d8+6 bite); SA: Trip; SQ: Devotion, Low light vision, scent, evasion, link, share spells; AL N; SV Fort +8, Ref +9, Will +3; Str 18, Dex 17, Con 15, Int s, Wis 12, Chr 6

Skills and Feats: Jump +11, Listen +5, Spot +5, Swim +4, Survival +1; Alertness, Augmented Natural Weapon: Bite, Track, Weapon Focus: bite.

Equipment: Masterwork Studded Leather barding

Note: So how does this bandit leader keep his group together without any social skills to speak of? He does it with his favored enemy bonusses. +6 to Bluff, Sense Motive, etc. goes a long way towards keeping a gang of human thugs in line. And, of course, he's one of the best archers in the kingdom and pretty darn scary in melee as well (especially if you're human) so those who don't stay in line, he just kills.
 

John Q. Mayhem

Explorer
#92 - Fast-draw Duelist
Unfettered 7/Streetfighter 3; PHB, AU/E, Conplete Adventurer

This is an elegant warrior who focuses on ending a fight with a single, blindingly fast quick draw attack.

Alignment: Any.

Entry's name: Human Unfettered/Streetfighter 10th level
Combat: AC= 21 (+5 armor, +2 Dex, +3 class, +1 deflection) (touch 16, flat-footed 16); Hit-points: 55; Initiative: +8; Speed: 30 ft; BAB +10/+5, Grap +13, melee: +15/+10 (1d10+6, 19-20/x2, +2 bastard sword), ranged: +12 (1d4+3, 19-20/x2, dagger).
Saves: Fort 5+1, Ref 6+2, Will 3
Abilities: Str 16 (+3), Dex 14 (+2), Con 12 (+2), Int 14 (+2), Wis 10 (+0), Cha 8 (-1).
Racial Traits: Human: Bonus feat, bonus skill points
Skills: Bluff +12, Climb +7, Diplomacy +11, Escape Artist +7, Intimidate +7, Jump +10, Knowledge (local) +10, Knowledge (nobility and courtesy) +7, Sleight of Hand +14, Tumble +17
Feats and Powers: Combat Expertise, Improved Feint, Improved Initiative, Quick Draw, First Strike (1), First Strike (2), First Strike (3), Sneak Attack +2d6, Always Ready +2, Stand Tough 1/day, Parry +2, Parry Ranged +2
Equipment: Appropriate clothing, +2 bastard sword, 2 concealed daggers (Spot DC 26), +1 light fortification mithril shirt, ring of protection +1, 3 potions of cure light wounds, 61 gp.
Note: +5d6 damage vs. flat-footed (first strike+sneak attack).

A duelist of this nature will shy from fights with multiple opponents, and in all cases will prefer formal duels. Depending on his alignment, he may kill those he defeats or let them live. He's pretty fragile, and after the devastating first strike will go full Combat Expertise, feinting every round. He might use a broad-bladed short sword rather than a bastard sword; you only lose a few points of damage (off a 5d6+weapon damage attack), so it's probably worth it.

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John Q. Mayhem

Explorer
#93 - ESCAPED MURDERER
Warrior 2/Expert 1/barbarian 1; PHB, AU/E

This is a rough, tough, murdering bastich. He escaped from his guards and is making his way towards either safety or revenge.

Alignment: Probably Evil.

Murderer: Human warrior/expert/barbarian 4th-lvl.
Combat: AC= 15 (touch 11, flat-footed 14); Hit-points: 31; Initiative: +1; Speed: 40 ft; BAB +3, Grap +6, melee: +6 (1d8+4, x3, axe in two hands), ranged: +4 (1d4+3, 19-20/x2, dagger).
Saves: Fort +5, Ref +2, Will +4..
Abilities: Str 16 (+3), Dex 13 (+1), Con 14 (+2), Int 10 (+0), Wis 12 (+12), Cha 8 (-1).
Racial Traits: Human: Bonus 1 feat, bonus skill points.
Skills: Climb +9, Intimidate +6, Jump +9, Listen +3, Spot +3, Survive +6, Swim +6
Feats and Powers: Alertness, Skill Focus (Intimidate), First Strike, Rage 1/day, fast movement
Equipment: raggedy clothing; axe; battered, stolen armor (scale or equivalent), dagger.
Note: This NPC isn't a marvelous fighter, but he can hold his own for a while. He would probably attack a single person if he thought he was being chased, but would flee from a group. He would only rage when cornered, or in a forced fight against multiple opponents.

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Elder-Basilisk

First Post
#94 - The Skilled Half-orc Huntsman
Ranger 3/ Expert 5; Source (PHB, DMG)

The expert hunter is past his prime. In his youth, he could match any man for strength and was a deadly shot with a bow. Now, though his son has not yet reached manhood, his strength is failing him and he can no longer draw his old bow fully. Still, he gets by. His wits have grown sharper with age and experience has taught him wisdom. His demeanor is touched with melancholy as he knows that he will not live to see grandchildren and he wonders how to provide the counsel that his son is sure to need.

Alignment: Any neutral--in this case, LN

Entry's name: Half-orc Huntsman 8th-lvl.
Combat: AC= 18 (touch 13, flat-footed 15); Hit-points: 25; Initiative: +3; Speed: 30 ft; BAB +6 /+1, Grap +6, melee: +10/+5 (1d8+2, x2, morning star), ranged: +10/+10/+5 (1d8+2, x3, composite longbow).
Saves: Fort +3, Ref +7, Will +7.
Abilities: Str 15 (+2), Dex 16 (+3), Con 9 (-1), Int 11 (+0), Wis 15 (+2), Cha 11 (+0).
Racial Traits: Half-orc: Darkvision 60 ft., orc blood.
Skills: Handle Animal +9 9r, Hide +6 4r, Knowledge: Geography +9 9r, Knowledge: Local +11 11r, Knowledge: Nature +5 5r, Listen +9 7r, Move Silently +6 4r, Spot +9 7r, Survival +12 (+14 above ground) 10r
Feats and Powers: Endurance (b), Point Blank Shot, Precise Shot, Rapid Shot (b), Track (b), Weapon Focus: Longbow; Favored Enemy: Animals +2, Wild Empathy +2
Equipment: Masterwork battle axe, masterwork chain shirt, masterwork buckler, dagger, Masterwork Mighty [+2] composite longbow, 20 normal arrows, 10 silvered arrows, potion of cure light wounds, wooden holy symbol, dead buck (being carried home for butchery and skinning).
 
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Connorsrpg

Adventurer
BUMP!
yay! This thread is still going and it is almost complete.

Excellent work everyone. I haven't been here for some time. I lost all of my bookmarks etc and then one day stumbled upon the template for the NPC's in a folder on my PC and decided I had better go looking for this thread again ;)

So good to see it has continued. Special kudos to Elder Basilisk and some cool recent entries to John.

Good to also see Turanil revisit his thread and looking forward to seeing this finished and the PDF doc ;)

Connors
 

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