[d20 / D&D 3.5] d100 NPCs Thread

#96 - Village Council Merchant
Exp 5; PHB

This is a powerful member of the village council and a shrewd businessperson.

Karenthal earned her place on the council by providing the contacts needed for the village to find new markets for their wine. She is an accomplished vintner herself and the best wines in the village bare her personal seal. Shrewd trading and a somewhat ruthless nature have allowed her to buy an interest in other businesses in the village. She outright owns the general store and the inn, and both the blacksmith and the carpenter sold her parts of their businesses over the years. As a merchant, Karenthal’s power base is her money and ability to supply needed items.

Karenthal’s passions are horseback riding and archery, activities she participates in as often as possible. Her prized possession is a beautiful chestnut brown stallion named Falomar.

Alignment: CG

Karenthal:female halfling Exp5
Combat: AC= 14 (touch 13, flat-footed 12); Hit-points: 23; Initiative: +2; Speed: 20 ft.; BAB +3 melee, +6 ranged, Grap -2, melee: +4 (1d3-1, crit19-20/x2, masterwork dagger), ranged: +7 (1d6-1, crit 20/x3, masterwork longbow), ranged: +7 (1d3-1, crit 19-20/x2, masterwork dagger).
Saves: Fort +3, Ref +4, Will +6. +2 bonus on saves vs. fear.
Abilities: Str 9 (-1), Dex 14 (+2), Con 13 (+1), Int 16 (+3), Wis 13 (+1), Cha 11 (+0).
Racial Traits: Halfling: +2 Bonus on Saves vs. Fear, +1 attack bonus with thrown weapons.
Skills: Appraise +10 (7r), Bluff +7 (7r), Climb +1, Craft (Winemaking) +9 (8r), Diplomacy +10 (6r), Gather Information +8 (8r), Handle Animal +8 (8r), Hide +6, Intimidate +2, Jump -5, Listen +3, Move Silently +4, Profession (Bookkeeper) +9 (8r), Ride +11 (7r), Sense Motive +8 (7r).
Feats and Powers: Martial Weapon Proficiency: Longbow, Point Blank Shot.
Equipment: Amulet of Natural Armor +1, Masterwork composite longbow, 20 Masterwork Arrows, Masterwork Dagger.
 

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#97 - Centaur Druid
Drd 2; PHB, MM, DMG.

This defender of the deep forest can serve as a mentor for a PC druid or ranger, a side encounter while traveling through a forest, or a fierce enemy of those who would defile his woodland home. Abandoned and left for dead by his family after an orc raid, Strider was found by an aged druid, who raised him and taught him to revere nature in a more structured way than his natural centaur upbringing. He is therefore more inclined to listen to humans than other centaurs, and can be a great source of information about the wild areas of the campaign world.

Alignment: NG

Centaur Druid: Monstrous Humanoid4/Drd2.
Combat: AC= 19 (touch 13, flat-footed 15); Hit-points: 44; Initiative: +4; Speed: 50; BAB +10 melee, +8 ranged, Grapple +15, melee: +12 (2d6+9, crit 20/x3, masterwork spear), melee: +11 (1d8+6, crit 18-20/x2, masterwork scimitar), melee: +10 (d8+6, crit 20/x2, sickle), melee: +10 (d6+6, crit 20/x2, 2 hooves), ranged: +10 (2d6+9, crit 20/x3, masterwork spear).
Saves: Fort +5, Ref +8, Will +11.
Abilities: Str 23 (+6), Dex 19 (+4), Con 13 (+1), Int 12 (+1), Wis 19 (+4), Cha 13 (+1).
Racial Traits: Centaur: Darkvision (Ex): 60 ft..
Skills: Concentration +5, Handle Animal +7, Hide +0, Jump +14, Knowledge (Nature) +13, Listen +9, Move Silently +9, Ride +6, Spellcraft +8, Spot +9, Survival +12.
Feats and Powers: Combat Reflexes, Improved Natural Armor, Track, Weapon Focus: Spear.
Equipment: Masterwork Spear, Masterwork Scimitar, Sickle; Holly and mistletoe, Sack, Spell component pouch, Bracers of Armor +2, Dust of Tracelessness.
Druid Spells Prepared (4/3): 0- Create Water, Detect Poison, Guidance, Purify Food and Drink ; 1-Entangle, Magic Fang, Speak with Animals.

Animal Companion: Cloudwing, hawk.
Combat: AC= 17 (touch 15, flat-footed 14); Hit-points: 4; Initiative: +2; Speed: 10, Fly 60 (avg); BAB +5 melee, melee: +5 (1d4-2, crit 20/x2, talon),.
Saves: Fort +2, Ref +5, Will +2.
Abilities: Str 6 (-2), Dex 17 (+3), Con 10 (+0), Int 2 (-4), Wis 14 (+2), Cha 6 (-2).
Racial Traits: Hawk/I]: Low-light vision (Ex).
Skills: Spot +14.
Feats and Powers: Weapon Finesse.
SQ Bonus Tricks (1), Link (Ex), Share Spells
 

I'll add another one.

The following NPC (named Dixon of Dock Green) was created to flesh out the background of my halfling fighter/thief/archer PC in a Forgotten Realms campaign. My character and this NPC grew up together in Waterdeep and then moved to Silverymoon.


#98 - Master Bowyer/Fletcher
Exp 5; Source (SRD, PHB, DMG)

This master craftsman (Dixon of Dock Green) owns a successful workshop and is well known for the high quality of his bows and arrows. He therefore usually charges (at least) 10% more than the listed price in the PHB. Haggling is of course possible, but very difficult.
The rest of the household includes his wife Aurora (half-elf Exp1/sorc1; her main interests are nature, herbalism, alchemy and magic), his young son Tolvar and 3 apprentices. An old veteran guards the shop with his 2 wolf hounds and also helps with the quality control.

Alignment: N with Lawful and Good tendencies

Master Bowyer/Fletcher (Dixon of Dock Green) Half elf Exp 5
Combat: AC= 12 or 15 (with armor) [touch 12, flat-footed 10 or 13 (with armor)]; Hit-points: 21; Initiative: +2; Speed: 30 ft.; BAB +3, Grap +4, melee: +4 (1d4+1 dagger /19-20 x2), 1d6+1 /x2 club), ranged: +6 (1d8+1, /x3, personal masterwork mighty (+1) longbow).
Saves: Fort +1, Ref +3, Will +5. Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects (half-elf trait).
Abilities: Str 12 (+1), Dex 14 (+2), Con 10 (+0), Int 16 (+3), Wis 12 (+1), Cha 13 (+1).
Racial Traits: half-elf: Low-Light Vision, immunity to sleep spells, +2 bonus on ST against enchantments, +1 bonus on Listen, Search, and Spot checks & +2 bonus on Diplomacy and Gather Information checks.
Skills: Craft (bowmaking/fletching) +16* (8r), Craft (smithing) +8 (5r), Profession (trader) +9 (8r), Appraise +10 (7r) (+14 for bow-related goods), sense motive +9 (8r), knowledge (local) +11 (8r), spot +7 (5r), diplomacy +15 (8r), bluff +7 (6r), listen +7 (5r), gather information (cc) +7 (2r).
Feats and Powers: skill focus (craft: bowmaking/fletching), mercantile background (bowmaking/fletching) (FR)**.
Equipment: masterwork mighty longbow and arrows, dagger, club (behind counter), (studded leather), masterwork artisan’s tools, workshop
Note: * This modifier does not include the use of the masterwork artisan’s tools (+2) nor the aid of his apprentices. ** This FR regional feat gives a +2 on craft and appraise skill checks regarding bows. It can easily be replaced by another (or houserule) feat which gives a bonus to the craft (and possibly one other skill) check. Alternatively, this feat can be replaced by point blank shot (but substract 2 from craft (bowmaking) modifier).


Hagor
 

With all the outlaws and brigands in this thread and even an escaped murderer on the loose, it's time to strengthen the side of the Law (sort of).

#99 - Executioner
Exp2/Fi2; Source (PHB, DMG, SRD)

The world is full of criminals and someone has to take care of them. Whatever the kind of punishment his superiors (Lord, Master, Judge, Tiran, ...) decide for the accused, the executioner gets the job done (swiftly and with style): giving whiplashes, cutting of hands, beheading or hanging, ... Depending on the circumstances, torturing of the suspects may be his responsibility as well.
To complement his pay, he usually collects some of the clothing, hair or even body parts of the condemned and sells them as charms or material components to anyone interested.

Alignment: usually of an evil alignment or with evil tendencies, especially if torture is in his job description. However, LG should also be possible.

Executioner Half-orc Expert2/Fighter2
Combat: AC= 15 [touch 12, flat-footed 13]; Hit-points: 25; Initiative: +2; Speed: 30 ft.; BAB +3, Grap +6, melee: +6 (whip) or +8 (2d6+3 masterwork greatsword /19-20 x2), ranged: +5.
Saves: Fort +4, Ref +2, Will +3.
Abilities: Str 16 (+3), Dex 14 (+2), Con 13 (+1), Int 9 (-1), Wis 11 (+0), Cha 7 (-2).
Racial Traits: half-orc: Darkvision (60 ft)
Skills: Profession (executioner) +10 (7r), Intimidate +5 (7r), Ride +5 (3r), Sense motive +5 (5r), Use rope +7 (5r)
Feats and Powers: skill focus (profession: executioner), weapon focus (greatsword), power attack, cleave.
Equipment: masterwork greatsword, whip, studded leather, executioner’s outfit, rope
 


Ok, as this only needs one more, here is an NPC that has joined my group. She has joined them to sail to her homeland, but could be adapted to any setting/campaign where people from the city are returning going into the wilderness.

#100 - Gnoll hunter
Expert1; Source (DMG & MM)

Velxes was brought to the city when young by a caring trapper and his wife. She has managed to survive to adulthood despite many prejudices and has become a valued hunter for the people of the city. She longs to be a true ranger, but has not had that high level of training. She now wishes to return to see her home land in the plains and will join a caravan or the PCs if they are headed that way. Velxes may be able to serve as a guide, hunter or even diplomat if likely to confront gnolls or the like.
She once confronted 8 armed men to save her kidnapped foster mother (and gains an Action or Hero point for this if using those options).

Alignment: Any neutral

Decoy: Gnoll Expert 1.
Combat: AC= 13 (touch 12, flat-footed 11); Hit-points: 19; Initiative: +2; Speed: 30 ft.; BAB +1, Grap +4; Atk: melee: +4 (1d6+3, 20/x3, hand axe) or melee: +2/+2 (1d6+3, 20/x3, 2 hand axes), ranged: +3 (1d6, x3, shortbow).
Saves: Fort +4, Ref +2, Will +2.
Abilities: Str 16 (+3), Dex 15 (+2), Con 14 (+2), Int 7 (-2), Wis 11 (+0), Cha 6 (-2).
Racial Traits: Gnoll: Darkvision 60ft.
Skills: Balance +2, Hide +2, Knowledge (geography) +0, Listen +3, Move Silently +2, Spot +2, Survival +2.
Feats and Powers: Combat Reflexes, Two-weapon fighting.
Equipment: 2 hand axes, dagger, shortbow, 12 arrows, peasant outfit, gold bracelet (25gp), 10 days rations, 2 belt pouches, bear-fur cloak.
Note: Languages Spoken: Common, Orc, Gnoll


That should finish this off. I really would love a copy of the final doc. I must say this is about the best thread I have ever seen on ENWORLD :)
Connors
 


John Q. Mayhem said:
w00t! 100!

My thoughts exactly!
This is a very nice collection of fine NPCs!


as a side note: it seems I involuntarilly posted a second executioner. When looking through this thread once more, I noticed (too late, obviously) that Turanil had already posted one earlier.
Perhaps as a bonus I'll post another NPC...

Hagor
 

All right! :D

Word doc 273 K, 100 npcs, no extra formatting, spelling errors fixed. (Surprisingly there weren't very many!)

I have requests from Turanil and Connorsrpg; sending those now.
EDIT: Connosrpg, I need an email address to send you the file!

If anyone else want a copy, post here or email me. (email in profile).
 
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