[d20 / D&D 3.5] d100 NPCs Thread

The following characters are both evolved from the Generic Gentry npc described above. They represent diplomats who spend their time in courts and official places, never on battlefields or in arcane mysteries.

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#16 - SORCERER DIPLOMAT
Aristocrat/Sorcerer 6th level; DMG / PHB

Lady Erinna Druas is the most devious and scheming diplomat of King [insert appropriate name] of [insert appropriate kingdom]. Outwardly she appears as a kind and affable woman, yet she is a devious and evil schemer who constantly develop a web of intrigue to advance the nefarious goals of her employer as well as her own benefit. Not only she doesn't care for the fate of others, but takes great pleasure in inflicting pain and misery upon others, especially macho men (including knights and warriors of all sorts) whom she despises. As such, she makes a really great use of the few spells she knows. She will otherwise always avoid fights, resorting to allies if need be.

Alignment: CE (not a murderous psychopath, but a master evil schemer subtly seeding hate and mayhem, to benefit her own objectives.)

Sorcerer Diplomat: Human, Aristocrat 3rd-lvl/ Sorcerer 3rd-lvl.
Combat: AC= 10 (touch 10, flat-footed 10); Hit-points: 22; Initiative: +0; Speed: 30 ft.; BAB +3, Grap +3; Atk: melee +3 (1d4, 19-20/x2, dagger), melee +3 (1d6, 19-20/x2, shortsword), ranged +3 (1d8, 19-20/x2, light crossbow).
Saves: Fort +2, Ref +2, Will +9. Impervious to mind detection (ring).
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, Bluff +12, Diplomacy +16, Intimidate +7, Knowledge (local) +8, Knowledge (nobility - royalty) +8, Listen +10, Perform (musical instrument) +7, Ride +4, Sense motive +7, and Spellcraft +3.
Feats and Powers: (bonuses counted above) Iron will, Negotiator, Skill focus (Diplomacy), Skill focus (Listen). Familiar: bat.
Spells: (6 0-lvl and 6 1st-lvl sorcerer spells cast at 3rd level): 0-lvl.: Change voice*, Detect magic, Mage hand, Message, Prestidigitation. 1st-lvl.: Charm person, Comprehend languages, and Disguise self.
Equipment: Fine clothing, dagger, boots of teleportation, ring of mind-shielding, potion of gaseous form.
Note: (*) new spell identical to Disguise Self in all respects except that it only alters the subject's voice.

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#17 - PALADIN DIPLOMAT
Aristocrat/Paladin 6th level; DMG / PHB

Sir Richard Arthgallen is the trusted representative of King [insert appropriate name] of [insert appropriate kingdom]. Outwardly he appears as an aging knight who left the battlefield a long time ago. He always carries his longsword by his side but will don his breast plate armor only in exceptional circumstances. Sir Richard is usually welcome in most courts, and is appreciated not only for his gentleness, but also his great knowledge of the court, and keen advice on political matters. He will otherwise avoid fights whenever he can, despite having being a warrior in younger ages. If confronted with an aggression, he will prefer to call for reinforcement and use diplomacy instead of his sword.

Alignment: LG (trustworthy individual who knows how to make compromises that benefit both parties).

Sorcerer Diplomat: Human, Aristocrat 3rd-lvl/ Paladin 3rd-lvl.
Combat: AC= 12* (touch 12, flat-footed 12); Hit-points: 31; Initiative: +0; Speed: 30 ft.; BAB +5, Grap +5; Atk: melee +5 (1d4, 19-20/x2, dagger), melee +7 (1d8+2, 19-20/x2, longsword), ranged +5 (1d8, 19-20/x2, light crossbow).
Saves: Fort +7, Ref +5, Will +10. Immune to fear and diseases.
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 +20, Intimidate +7, Knowledge (local) +8, Knowledge (nobility - royalty) +15, Listen +4, Perform (musical instrument) +7, Ride +4, and Sense motive +9.
Feats and Powers: (bonuses counted above) Iron will, Negotiator, Skill focus (Diplomacy), Skill focus (Knowledge: nobility - royalty); Aura of good, Detect evil, Smite evil (1/day), Divine grace, Lay on hands (9 hp), Aura of courage, Divine health.
Equipment: Fine clothing, dagger, +2 longsword, ring of AC +2, elixir of truth.
Note: (*) If necessary could don a breast plate armor AC= 17 (touch 12, flat-footed 17).

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Now there is still room for other types of diplomats: elves, dwarves, etc. Feel free to submit them!
 
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This one is the typical Law Enforcement Structure found in medieval human cities. As you will note, for me the average human is 3rd level, not 1st as suggested in the core rules.

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HUMAN CITY LAW & MILITIA

Most cities don't have the money necessary to keep up an army of professional soldiers. As such, most of a city's defense and police will be done by citizen conscripts chosen for their abilities to wield a weapon with some efficiency. Despite city-guards nonetheless get training and equipment, only the officers can be considered professional warriors. The others often have another profession with which make a living.

City Militia:
Guards conscripts (commoner lvl.2/ warriors lvl.1)
Guards regular (warriors lvl.2)
Sergeants (fighter lvl.3)
Provost (Fighter lvl.8)
Executioner (Thug lvl.6)
Civil servants (Expert lvl.3)
Bailiff (UA Expert lvl.8)

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#18 - MILITIAMAN (CONSCRIPT)
Commoner/Warrior 3rd Level; DMG 3.5

Conscripts are citizen, usually of modest mean, who act as part time city guards either to complement a meager income, or as obliged due to city law. They are before all commoners with their own profession, but receive nonetheless some basic combat training. They are less effective in combat, but tend to be more cautious. They are less willing to accept bribes than regular guards (see below), but can be more easily intimidated to look the other way (Intimidate check at DC=12).

Alignment: usually N (willing to do what is right, but not endanger their life).

Militiaman - conscript: Human, Commoner 2nd-lvl./ Warrior 1st-lvl.
Combat: AC= 14 (touch 11, flat-footed 13); Hit-points: 15; Initiative: +1; Speed: 30 ft.; BAB: +2, Grap: +2; Atk: melee +2* (1d10, 20/x3, halberd), ranged +3 (1d8, 19-20/x2, 80ft, light crossbow).
Saves: Fort +3, Ref +1, Will +0.
Abilities: Str 11 (+0), Dex 12 (+1), Con 12 (+1), Int 9 (–1), Wis 10 (+0), Cha 10 (+0).
Racial Traits: Human: Bonus feat and skills (counted below).
Skills: Craft (any) +1, Handle animal +2, Listen +4, Profession (any) +3, and Spot +4.
Feats and Powers: Alertness, Point blank shot, Toughness.
Equipment: Sturdy clothing, studded leather armor, halberd, dagger, and light crossbow (+15 quarrels).
Note: (*) halberds can be used to make trip attacks.


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#19 - MILITIAMAN (REGULAR)
Warrior 2nd Level; DMG 3.5

Regular guards are usually young men who enrolled in the city militia, seeking to make a career in the military. Generally, only the less ambitious and more lazy will remain low level guards all of their life. Many will become professional soldiers (evolving into the fighter class), either leaving the militia for the army, or remaining in it as sergeants. Then, other will return to the civil life (becoming commoners or experts), while a few actually turn to banditry (evolving into the thug class). As such, regular guards are the more willing to do their duty when need be (i.e.: fight), but won't sacrifice their lives for the common good. Furthermore, they are the most mercenary minded, thus may accept bribes to look the other way (Diplomacy check at DC=12, plus a few silver pieces).

Alignment: varies, but usually LN or LE (obey orders and do not think by themselves).

Militiaman - regular: Human, Warrior 2nd-lvl.
Combat: AC= 16 (touch 11, flat-footed 15); Hit-points: 17; Initiative: +1; Speed: 20 ft.; BAB: +2, Grap: +3; Atk: melee +3* (1d10+1, 20/x3, halberd), ranged +3 (1d8, 19-20/x2, 80ft, light crossbow).
Saves: Fort +3, Ref +1, Will +0.
Abilities: Str 13 (+1), 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: Handle animal +2, Intimidate +3, Ride +4.
Feats and Powers: Point blank shot, Toughness.
Equipment: Sturdy clothing, chainmail, halberd, shortsword, dagger, and light crossbow (+15 quarrels).
Note: (*) halberds can be used to make trip attacks.

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#20 - MILITIAMAN (SERGEANT)
Fighter 3rd Level; PHB 3.5

Sergeants lead units of 4 to 8 guards, and patrol the streets looking after incidents that may disturb the city. They are accustomed to handle every day life incidents, or defend the city in times of war, but could rapidly feel overcame in case of exceptional events. They well know the law, and have the right to enter any non-noble house for investigation purposes. They nonetheless are susceptible to bribery in order to look the other way (Diplomacy check at DC=20, plus a few gold pieces).

Alignment: LN (abide to the letter of the law, doesn't interpret it according to the circumstances.)

Sergeant Guard: Human, Fighter 3rd-lvl.
Combat: AC= 16 (touch 11, flat-footed 15); Hit-points: 33; Initiative: +1; Speed: 20 ft.; BAB: +3, Grap: +5; Atk: melee +6 (1d8+2, 19-20/x2, long-sword), ranged +4 (1d8, 19-20/x2, 80ft, light crossbow).
Saves: Fort +5, Ref +2, Will +1.
Abilities: Str 14 (+2), Dex 12 (+1), Con 14 (+2), Int 11 (+0), Wis 10 (+0), Cha 12 (+1).
Racial Traits: Human: Bonus feat and skills (counted below).
Skills: Gather information +4, Handle animal +3, Listen +4, Ride +3, Spot +4.
Feats and Powers: Alertness, Iron will, Point blank shot, Toughness, Weapon focus (longsword).
Equipment: Sturdy clothing, chainmail, longsword, dagger, and light crossbow (+15 quarrels).

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#21 - GUARDS CAPTAIN (PROVOST)
Fighter 8th Level; PHB 3.5

The Provost is an efficient and professional soldier, but his role requires of him to be more than a mere swordsman. His role of leadership requires diplomatic skills and knowledge of the law. He is well known and respected in the city, and is called upon in cases of exceptional circumstances. It's difficult to bribe him, yet possible, especially if he is evil (Diplomacy check at DC= 30/LG, 25/LN, 15 LE, plus a fair amount of gold pieces).

Alignment: lawful, either LG, LN, or LE (abide by the law but may do it for the good of the city with a sense of justice, or may apply the law to the letter, or may use the law and his position to further his own benefits).

Guards Captain: Human, Fighter 8th-lvl.
Combat: AC= 20 (touch 13, flat-footed 19); Hit-points: 60; Initiative: +5; Speed: 20 ft.; BAB: +8 /+3, Grap: +10; Atk: melee +13/+8 (1d8+6, 17-20/x2, long-sword +2), ranged +10/+5 (1d8+1, 19-20/x2, 80ft, light crossbow).
Saves: Fort +7, Ref +3, Will +5.
Abilities: Str 14 (+2), Dex 12 (+1), Con 13 (+1), Int 14 (+2), Wis 12 (+1), Cha 15 (+2).
Racial Traits: Human: Bonus feat and skills (counted below).
Skills: Diplomacy +5, Gather information +6, Intimidate +5, Knowledge (local) +7, Listen +8, Ride +6, Spot +8.
Feats and Powers: Alertness, Improved critical (longsword), Improved initiative (+4), Iron Will, Leadership, Point blank shot, Weapon focus & specialization (longsword).
Equipment: Sturdy clothing, Half-plate +2, longsword +2, light crossbow, dagger.
Note: an

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#22 - EXECUTIONER
Thug 5th Level; Unearthed Arcana (fighter variant*)

Every city has its executioner, whose official work consists not only of executing peoples on the scaffold (hanging commoners, beheading nobles), but also torturing suspects to get them make a confession (which is usually dependant on a weak will rather than real culpability). Normally, an executioner only practice his trade under control of the relevant magistrate. It's possible to bribe him, so prisoners won't suffer (Diplomacy check at DC=15, plus a few silver pieces).

Alignment: LE (doesn't care for the suffering of others, and may even enjoy it. However, only kills and torture as ordered by the magistrates).

Executioner: Human, Thug 5th-lvl.
Combat: AC= 13 (touch 11, flat-footed 12); Hit-points: 37; Initiative: +1; Speed: 30 ft.; BAB: +5, Grap: +8; Atk: melee +9 (1d12+3, 20/x3, great axe), melee +8 (1d4+3, 20/x2, light hammer), ranged +6 (1d4+3, 20/x2, light hammer).
Saves: Fort +5, Ref +2, Will +1.
Abilities: Str 16 (+3), Dex 13 (+1), Con 13 (+1), Int 9 (–1), Wis 10 (+0), Cha 7 (–2).
Racial Traits: Human: Bonus feat and skills (counted below).
Skills: Craft (torture) +10, Intimidate +8, Profession (executioner) +4, Use rope +5.
Feats and Powers: Power attack, Skill focus (Craft: torture), Weapon focus (greataxe); Sneak attack (+3d6).
Equipment: Sturdy clothing, greataxe (only used for beheading convicts), light hammer (essentially used as tool, occasionally as weapon), leather armor, black hood.
Note: Gets a +2 synergy bonus to Intimidation from Craft (torture). Coup de grace/execution (to a helpless victim): full round action, automatic hit, and automatic critical hit + sneak attack damage. [(*) Thug is a fighter with 4 skill points per level, light armor only, and sneak attack as rogue instead of bonus fighter feats.]

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#23 - CIVIL SERVANTS
Expert 3rd Level; DMG

The city employs a few civil servants to take care of such activities as official clerks, tax collectors, lesser magistrates, etc. Civil servants do not fight, and are accompanied by at least two guards when having to inspect or intervene where they could be some danger. Civil servant have a certain tendency for stubbornness, but they can be bribed (Diplomacy check at DC=20, plus a few silver pieces).

Alignment: normally LN (the law id the law and must be applied, they don't to hear about anything else, unless it is the sound of coins).

Entry's name: Human, Expert 3rd-lvl.
Combat: AC= 10 (touch 10, flat-footed 10); Hit-points: 10; Initiative: +0; Speed: 30 ft.; BAB: +2, Grap: +1; Atk: melee +1 (1d4–1, 19-20/x2, dagger), ranged +1 (1d4–1, 19-20/x2, 10 ft., dagger).
Saves: Fort +1, Ref +1, Will +6.
Abilities: Str 9 (–1), Dex 10 (+0), Con 10 (+0), Int 12 (+1), Wis 12 (+1), Cha 11 (+0).
Racial Traits: Human: Bonus feat and skills (counted below).
Skills: Appraise +5, Diplomacy +4, Forgery +5, Gather information +6, Knowledge (law) +7, Knowledge (local) +10, Listen +5, Profession (civil servant) +7, Search +9, Sense motive +5.
Feats and Powers: (bonus counted above) Investigator, Iron will, Skill focus (Knowledge: local).
Equipment: Sturdy clothing, dagger.

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#24 - BAILIFF
Expert 8th Level; Unearthed Arcana (generic expert)

The bailiff is the supreme magistrate of the city. He oversees that law is respected, pass judgments in important criminal affairs, etc. The city militia is ultimately under his command, although its leadership and organization is left to the Guards Captain. The bailiff is well known and respected in the city, and is called upon in cases of exceptional circumstances. It's difficult to bribe him, yet possible, especially if he is evil (Diplomacy check at DC= 30/LG, 25/LN, 20 LE, plus a large amount of gold pieces).

Alignment: lawful, either LG, LN, or LE (abide by the law but may do it for the good of the city with a sense of justice, or may apply the law to the letter, or may use the law and his position to further his own benefits).

Bailiff: Human, Generic Expert 8th-lvl.
Combat: AC= 17 (touch 11, flat-footed 16); Hit-points: 38; Initiative: +1; Speed: 30 ft.; BAB: +6 /+1, Grap: +6; Atk: melee +9 /+4 (1d6+2, 19-20/x2, shortsword +2), ranged +6 /+1 (1d8+1, 19-20/x2, 80ft, light crossbow).
Saves: Fort +3, Ref +7, Will +10.
Abilities: Str 11 (+0), Dex 12 (+1), Con 12 (+1), Int 16 (+3), Wis 14 (+2), Cha 14 (+2).
Racial Traits: Human: Bonus feat and skills (counted below).
Skills: Appraise +11, Diplomacy +14, Forgery +11, Gather information +15, Intimidate +10, Knowledge (law) +14, Knowledge (local) +17, Knowledge (nobility - royalty) +11, Listen +12, Profession (civil servant) +13, Search +13, Sense motive +18, and Spot +4.
Feats and Powers: (bonus counted above) Alertness, Investigator, Iron will, Negotiator, Skill focus (Knowledge: local), Skill focus (Gather information), Skill focus (Sense motive), Weapon focus (shortsword).
Equipment: Sturdy clothing, shortsword +2, bracers AC +6, ring of mind shielding.
Note: His high scores in Gather information, Listen, Knowledge (local), etc. are not only personal skills, but also represent is network of spies and informants, so the bailiff has a good idea of what is happening in the city at all times.

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You are welcome to propose a similar law enforcement structure for other races (dwarves, elves, etc.) and cultures (oriental, etc.).
 
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#25 - DWARVEN BOUNTY HUNTER
Ranger 4; PHB, CW

This is a typical dwarven bounty hunter/justiciar. He might be a freelancer or in the employ of a city or similar organization.

Alignment: Usually non-chaotic. Although some bounty hunters, especially those attached to less pristine groups, may be chaotic, on the whole they tend towards law.

Bounty Hunter: Dwarven ranger 4th-lvl.
Combat: AC= 16 (touch 12, flat-footed 14); Hit-points: 29; Initiative: +2; Speed: 25 ft; BAB +4, Grap +7, melee: +6 (1d8+3 subdual, critical x3, masterwork warhammer)/+5 (1d6+1 subdual, critical x2, masterwork light mace) ranged: +6 (1d4+3, critical x2, light hammer).
Saves: Fort +6, Ref +6, Will +1. +2 against poison, +2 against spells and spell-like abilities, .
Abilities: Str 16 (+3), Dex 14 (+2), Con 15 (+2), Int 10 (+0), Wis 10 (+0), Cha 8 (-1).
Racial Traits: Dwarf: Darkvision 60 ft., Stonecunning, Weapon Familiarity (waraxe and urgrosh), Stability, +2 save vs. poison, +2 save vs. spells, and spell-like abilities, +1 attack vs. orcs and goblinoids, +4 AC vs. giants, +2 Appraise with stone and metal items, +2 Craft with stone and metal items.
Skills: Craft (weaponsmithing) +7, Hide +9, Knowledge (nature) +7, Listen +4, Move Silently +9, Spot +3, Survival +7 (+9 in aboveground natural settings).
Feats and Powers: Track, Animal Empathy +3 (-1 w/ magical beasts), Favored Enemy (any common race +2), Subdual Strike*, Two-Weapon Fighting, Dash**, Animal Companion (something with scent), Endurance
Equipment: sturdy clothing, masterwork warhammer, masterwork light mace, 4 light hammers, dagger and handaxe, masterwork chain shirt, masterwork manacles, hunting gear.
Note: *Subdual Strike removes the -4 penalty to deal subdual damage with a normal weapon. **Dash is from the Complete Warrior, and gives a +5 bonus to footspeed in light armor. Rather weak, IMO, but I didn't want to use AU's Fleet of Foot. If I had CW with me at the moment, I'd have set him up to qualify for Justiciar soon, but I don't so I didn't.

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Another one.

#26 - Priest
Expert 3; Source (PHB)

This is a community priest, most likely serving a good or neutral deity. While unable to wield divine magics, this person serves their community in a valuable manner. They tend to be knowledgable, a peacemaker within the community and have a certain skill in dealing with minor injuries. If encountered outside their community, they may well be leading a pilgrimage or visiting their superiors. They may well be accompanied by commoners.

Alignment: Mostly N or G.

Priest Human Expert 3
Combat: AC= 10 (touch 10, flat-footed 10); Hit-points: 16; Initiative: +0; Speed: 30; BAB +0 Grap +0, melee: +0 (d3+0, 20 / X2 , unarmed strike), Saves: Fort +2, Ref +1, Will +6.
Abilities: Str 10 (+0), Dex 10 (+0), Con 13 (+1), Int 12 (+1), Wis 13 (+1), Cha 14 (+2).
Racial Traits: Human: Bonus 1 feat, bonus skillpoints.
Skills: Sense Motive +9 (6r), Diplomacy +10 (6r), Knowledge: Religion +7 (6r); Local +7 (6r); History +7 (6r), Heal +12 (6r), Perform: Preach +8 (6r), Handle Animal +8..
Feats and Powers: Negotiator, Skill Focus: Heal, Iron Will.
Equipment: clerical clothing, healers kit, 25 GP of church funds.
Note: Unarmed and unskilled, so attracts attacks of opportunity against armed opponents.

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Turanil said:
#27 - Evil Priest
Human Cleric 5; Source (PHB, Complete Warrior)

This is an evil priest who has infiltrated a community. They pose as a good priest and subvert the villagers to their dark god. They favor lies and blackmail. Most likely a number of community members have already been recruited, possibly the entire community. They will have a secret temple to their god somewhere in or around the area. This will be protected by a number of skeletons and zombies, possibly unhallowed by a higher level member of their order.

If encountered outside the community, they will most likely be accompanied: either by villagers or undead.

Alignment: Any evil - in this case a NE Vecna worshiper.

Evil Priest: Human Cleric 5 (Vecna).
Combat: AC= 19 (touch 10, flat-footed 19); Hit-points: 31; Initiative: +0; Speed: 20; BAB +3, Grap +3, melee: +5 (d4, 19-20/X2, masterwork dagger)
Saves: Fort +4, Ref +1, Will +6.
Abilities: Str 10 (+0), Dex 10 (+0), Con 10 (+0), Int 14 (+2), Wis 15 (+2), Cha 14 (+2).
Racial Traits: Human Bonus 1 feat, Bonus Skill Points.
Skills: Bluff +10 (8r), Disguise +9 (5r), Hide -5 (4r), Concentration +8 (5r), Diplomacy +9 (5r), Knowledge: Religion +6 (4r), Knowledge: Local (xc) +4 (2r), Spellcraft +7 (5r)
Feats and Powers: Weapon Focus (Dagger), Skill Focus (Concentration), Improved Toughness, Domains: Trickery; Death, Death Touch - 1/day - touch attack - if it hits roll 5D6 - if this at least equals the targets hit points then they die, Rebuke undead - 5/day.
Equipment: Half Plate armour, Large Steel Shield, Holy symbols (1 fake, 1 of Vecna), Masterwork Dagger, Scroll: Dispel Magic; Cure moderate wounds; Invisibility, 100 GP.
Typical Spell Selection
DC 12+level
0 Level: Detect Magic, Detect Poison, Light, Guidance, Read Magic.
1st Level: Disguise Self(*), Divine Favour, Protection from good, Curse Water, Obscuring Mist.
2nd Level: Invisibility(*), Death Knell, Desecrate, Hold Person.
3rd Level: Animate Dead(*), Dispel Magic.
(*) denotes a domain spell.

Note: Armour is not normally worn around the village. Without it, AC = 10, Speed = 30, Hide +4.

In combat, they will use invisibility and/or obscuring mist to retreat if things go against them.

Given the chance, they will prepare for combat by casting Divine Favor and Protection from Good. This will result in +1 to attack and damage rolls, +2 deflection bonus to AC and +2 resistance bonus to saves against attacks, spells or effects from good creatures. It also hedges out mind control.


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THREE BROTHER DWARVEN MINER

These three dwarves are brothers, and can be found in some isolated mine, dwarven clan, travelling on the road, etc. Use them as typical dwarven miners, who can also be valuable guides of the underground, or employees of any PC who would have a mine, etc. In any case, these three dwarves are brothers and always stay together; plus they avoid combat whenever they can. As third level npcs they weren't given magical items, but they can own a great deal of mundane equipment, plus gold and gems.

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#28 - DWARF MINER (BODUR)
Expert 4th Level; DMG 3.5

Bodur is the smartest of the three dwarven brothers. His knowledge of the caverns and sense of direction makes him a good underground guide.

Alignment: LN

Dwarf Miner #1: Dwarf, Expert 4th-lvl.
Combat: AC= 12 (touch 10, flat-footed 12); Hit-points: 23; Initiative: +0; Speed: 20 ft.; BAB +3, Grap +4, melee: +4 (1d6+1, 20/x4, heavy pick), ranged: +3 (1d8, 19-20/x2, 80ft, light crossbow).
Saves: Fort +2, Ref +1, Will +5. Bonus +2 against poison, spells and spell-like effects.
Abilities: Str 12 (+1), Dex 11 (+0), Con 13 (+1), Int 14 (+2), Wis 13 (+1), Cha 10 (+0).
Racial Traits: Dwarf: Darkvision 60 ft., Save bonus, +2 bonus stonecunning, +2 bonus to Appraise and Craft (metal-stone related) checks, +1 to attack goblinoids, and +4 dodge AC bonus against giants.
Skills: Appraise +7, Climb +7, Craft (gemcutting) +8, Gather information +4, Hide +7, Knowledge (underground history) +8, Knowledge (dungeoneering) +8, Profession (miner) +10, Search +6, and Survival +8.
Feats and Powers: Martial weapon (heavy pick), Skill focus (Profession: miner).
Equipment: Sturdy clothing, leather armor, dagger, light crossbow (+ 20 bolts), and heavy pick.

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#29 - DWARF MINER (VADUR)
Expert 4th Level; DMG 3.5

Vadur is the paranoid of the three dwarven brothers. He trains in weapons and is constantly on his guard for fear of attacks.

Alignment: LN

Dwarf Miner #2: Dwarf, Expert 4th-lvl.
Combat: AC= 12 (touch 10, flat-footed 12); Hit-points: 28; Initiative: +0; Speed: 20 ft.; BAB +3, Grap +4, melee: +4 (1d8+1, 20/x3, warhammer), ranged: +3 (1d8, 19-20/x2, 80ft, light crossbow).
Saves: Fort +3, Ref +1, Will +4. Bonus +2 against poison, spells and spell-like effects.
Abilities: Str 13 (+1), Dex 11 (+0), Con 15 (+2), Int 11 (+0), Wis 10 (+0), Cha 09 (–1).
Racial Traits: Dwarf: Darkvision 60 ft., Save bonus, +2 bonus stonecunning, +2 bonus to Appraise and Craft (metal-stone related) checks, +1 to attack goblinoids, and +4 dodge AC bonus against giants.
Skills: Appraise +2, Climb +4, Craft (gem cutting) +4, Hide +4, Knowledge (dungeoneering) +4, Listen +9, Move silently +4, Profession (miner) +5, Spot +9, Survival +2.
Feats and Powers: Alertness, Martial weapon (warhammer).
Equipment: Sturdy clothing, leather armor, dagger, light crossbow (+ 20 bolts), and warhammer.

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#30 - DWARF MINER (DIDUR)
Expert 4th Level; DMG 3.5

Didur is the weakest of the three dwarves brothers. He is almost always complaining about his health, and asks for (useless) healing spells whenever he can.

Alignment: LN

Dwarf Miner #3: Dwarf, Expert 4th-lvl.
Combat: AC= 12 (touch 10, flat-footed 12); Hit-points: 14; Initiative: +0; Speed: 20 ft.; BAB +3, Grap +3, melee: +3 (1d4, 20/x4, light pick), ranged: +3 (1d8, 19-20/x2, 80ft, light crossbow).
Saves: Fort +2, Ref +1, Will +3. Bonus +2 against poison, spells and spell-like effects.
Abilities: Str 10 (+0), Dex 11 (+0), Con 10 (+0), Int 11 (+0), Wis 09 (–1), Cha 09 (–1).
Racial Traits: Dwarf: Darkvision 60 ft., Save bonus, +2 bonus stonecunning, +2 bonus to Appraise and Craft (metal-stone related) checks, +1 to attack goblinoids, and +4 dodge AC bonus against giants.
Skills: Appraise +2, Bluff +4, Climb +4, Craft (gemcutting) +4, Heal +5, Hide +4, Perform (play ill) +7, Profession (miner) +4, Search +4, and Survival +2.
Feats and Powers: Martial weapon (light pick), Run.
Equipment: Sturdy clothing, leather armor, dagger, light crossbow (+ 20 bolts), and light pick.

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#31 - Yoeman
Ranger 1/Fighter 1; PHB, CW

This is a human woodsman/archer. He would probably be part of the town guard or a noble's hunting entourage.
Alignment: Any. Usually conforms to the norm of the area in which he lives.

Yoeman: Human Ranger 1/Fighter 1
Combat: AC= 14 (touch 12, flat-footed 12); Hit-points: 17; Initiative: +2; Speed: 30 ft; BAB +2, Grap +3, melee: +3 (1d6+1, critical x3, handaxe), ranged: +5 (1d10+1, critical x3, greatbow).
Saves: Fort +5, Ref +4, Will +1.
Abilities: Str 13 (+1), Dex 15 (+2), Con 14 (+2), Int 10 (+0), Wis 12 (+1), Cha 8 (-1).
Racial Traits: Human: 1 Bonus feat, 1 bonus skill point/level (x4 at first).
Skills: Craft (fletcher/bowyer) +5, Hide +5, Knowledge (nature) +4, Listen +5, Move Silently +5, Profession (skinner/tanner) +3 Spot +5, Survival +5
Feats and Powers: TrackB, Point-Blank ShotB, Wild Empathy +0, Exotic Weapon Proficiency (Greatbow), First Strike*
Equipment: sturdy clothing, greatbow, 2 quivers, handaxe, dagger, leather armor.
Note: Yoemen typically travel and hunt in groups, although this stat block could also represent a solitary mountain man.
*First Strike is from Monte Cook's Arcana Unearthed. It lets you deal an extra 1d6 points of damage with a melee attack, or a ranged attack within 30 ft., against a flat-footed opponent.


#32 - Green mercenary
Warrior 1; PHB, DMG, CW

This is a mercenary that has sparred with more experienced soldiers, but has probably not seen much actual combat yet.
Alignment: Any. Probably not particularly good or evil.

Green mercenary: Human warrior 1st-lvl.
Combat: AC= 15 (touch 11, flat-footed 14); Hit-points: 7; Initiative: +1; Speed: 30 ft.; BAB +1, Grap +3, melee: +3 (1d8+2, critical (depends), battleaxe, longsword, or warhammer), ranged: +2 (1d6, critical x3, shortbow).
Saves: Fort +4, Ref +1, Will +0.
Abilities: Str 15 (+2), Dex 13 (+1), Con 14 (+2), Int 10 (+0), Wis 10 (+0), Cha 10 (+0).
Racial Traits: Human: 1 bonus feat, 1 bonus skill point/level (x4 at first)
Skills: Knowledge (local) +4, Perform (weapon drill) +4, Profession (Soldier) +4
Feats and Powers: Improved Toughness*, Power Attack
Equipment: sturdy clothing, martial weapon (probably an axe, sword, or hammer), shortbow, case with 10 bolts, studded leather armor, light wooden shield.
Note: *Improved Toughness is from CW. It grants 1 bonus HP/level, but requires base Fort save +2.
 

Here is a high level mundane character. This thread can also include high level NPCs, not just 3rd level commoners.

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#33 - DWARF HIGH GUARD
Warmain/Dwarven Defender 10th level; Arcana Unearthed (by Monte Cook), and DMG 3.5

Important dwarven clans, and dwarves leaders are usually defended by elite warriors known as "dwarven defenders". The following character is such a typical character, clad in heavy full-plate armor and wielding a dwarven war-axe. This is the typical type of character making the elite guard of the dwarven high king, or guarding the golden door of the imperial throne room, etc.

Alignment LN (sworn and indomitable defender of his charge).

Dwarf High Guard: Dwarf Warmain 8th-lvl./ Dwarven-Defender 2nd-lvl.
Combat: AC= 22 (touch 12, flat-footed 21); Hit-points: 100; Initiative: +1; Speed: 15 ft.; BAB +10 /+5, Grap +13; Atk melee +17/+12 (1d10+8, 19-20/x3, dwarven waraxe +3 keen), melee +14/+9 (1d4+4, 19-20/x2, dagger +1), ranged: +12/+7 (1d10, 19-20/x2, 80ft, heavy crossbow +1).
Saves: Fort +12, Ref +3, Will +7. Bonus +2 against poison, spells and spell-like effects.
Abilities: Str 17 (+3), Dex 13 (+1), Con 17 (+3), Int 12 (+1), Wis 11 (+1), Cha 10 (+0).
Racial Traits: Dwarf: Darkvision 60 ft., Save bonus, +2 bonus stonecunning, +2 bonus to Appraise and Craft (metal-stone related) checks, +1 to attack goblinoids, and +4 dodge AC bonus against giants.
Skills: Climb +7, Intimidate +4, Knowledge (nobility royalty) +5, Listen +8, Sense motive +3, Spot +8.
Feats and Powers: Alertness, Dodge, Endurance, Toughness, Weapon focus and specialization (dwarven waraxe), Power attack, Crushing blow (1/day). Defensive awareness (Dex bonus to AC), Defensive stance (1/day).
Equipment: Full-plate armor, shield +1, dagger +1, heavy crossbow +1 (+ 20 bolts), and dwarven waraxe +3 keen.
Note: The only special thing about this character, is that it uses the Warmain as its base class, rather than the fighter. The Warmain is a (OGC) class from Arcana Unearthed by Monte Cook. However, even if you don't have the book, you can use this npc. Basically, more than a fighter, it can be seen as a dwarven tank, wearing heavy metal arms and armor. Crushing blow = automatic successful critical hit, at +1 if already critical. Defensive stance = +2 saves, +4 AC, +1 att-dmg, +20 hp, duration: 8 rounds.

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Basic people

I saw this thread and was thinking about making a couple of characters, but most of the people on this thread are fighter/warriors of some sort (high guards, foresters, barbarians, etc). I was thinking more like a smithy or apothecary, which I was debating on creating since I need to do that for my campaign as well. Are these too mundane for this thread or have they been done already somewhere else and not needed here?
 

Dog_Moon2003 said:
I saw this thread and was thinking about making a couple of characters, but most of the people on this thread are fighter/warriors of some sort (high guards, foresters, barbarians, etc). I was thinking more like a smithy or apothecary, which I was debating on creating since I need to do that for my campaign as well. Are these too mundane for this thread or have they been done already somewhere else and not needed here?

I don't know what has been done already somewhere else. As far as this thread is concerned a smith and an apothecary are much welcome. Get a look at the three dwarven brothers: they are miners with the expert class. So feel free to add your "mundane" NPCs. This thread is certainly not restricted to warriors; priests (clerics, druids, shamans, etc.), academicians (akashic, wizards, etc.), witches (sorcerers, AU witches, etc.), mundane people (apothecary, farmer, smith, etc.), and others are ALL WELCOME.

In fact, the only NPCs who are not appropriate are typical adventurers, and high level individuals. High level NPCs are okay, but only if they could be used as an archetypal villain (like a thieves guild master, assassin grandfather, etc.) or archetypal ally (army general, renown alchemist, local archbishop, etc.). So don't submit your 8th level barbarian-fighter minautor with 20 in strength and a vorpal sword plus cloack +5 of protection. However, you can submit a typical squad of minautor mercenaries including basic 3rd level soldiers minautors, a 5th level sergeant, and maybe their 8th level fighter mercenary captain (with normal strength, and very few magical item of the mundane sort).
 

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