[d20 / D&D 3.5] d100 NPCs Thread

#34 - Layabout
Com 2; DMG

The Layabout is a common character. With no real skills and no real prospects, he often drifts through life. If he has a trade, he's not very good at it and does the minimum amount of work he needs to do to get by. In fantasy societies, there's plenty of manual labor to be done so he will often find himself as a laborer in someone else's fields at harvest time or a sailor on a merchant vessel. In the latter case, he may have been shanghaied or he may have signed on because he had nothing else to do and sailing is better than starving. In either case, if he stands out, it will only be as the person who wouldn't be missed, the trouble-maker who reduces the standards for good work, or the one to make an example of.

Alignment: N, CN, NE, or CE If evil, the layabout will never be a serious threat. He might abuse those he's given care of or embezzle important funds but he will never raise an army of darkness or look beyond the next day.

Layabout: Human Commoner 2nd-lvl.
Combat: AC= 10 (touch 10, flat-footed 10); Hit-points: 5; Initiative: +0; Speed: 30 ft; BAB +1, Grap +1, melee: +1 (1d4, 19-20, dagger), ranged: +1 (1d4, 19-20, dagger).
Saves: Fort +0, Ref +0, Will -1.
Abilities: Str 11 (+0), Dex 10 (+0), Con 10 (+0), Int 11 (+0), Wis 8 (-1), Cha 13 (+1).
Racial Traits: Human: 1 Bonus feat, 1 skillpoint per level, favored class: Any.
Skills: Bluff: +5 1r cc, Craft (any--alternatively, this NPC may have a single rank in a productive profession at +0) +1 1r, Diplomacy +4 0r, Profession (gambler) +0 1r, Listen +3 2r, Spot +2 1r.
Feats and Powers: Skill Focus: Bluff, Skill Focus: Diplomacy
Equipment: peasant's outfit, dagger, dice, cards, a few copper pieces, a bottle of cheap alcohol.
 

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HUMAN GOOD/LAWFUL PARISH PRIESTS

Here is a set of typical human communities' parish priests. They are typically clergy members of the main local Church dedicated to a typical religion emphasizing on law or goodness. Most of the time such priests are not combatants, thus most use the Cloistered Cleric variant from Unearthed Arcana (p.50).

Cloistered Cleric: (Unearthed Arcana OGC) The cloistered cleric spends more time than other clerics in study and prayer and less in martial training. They are more appropriate than clerics (whom with their combat training could be seen more as crusader types) for being parish priests of quiet humanoid communities, especially when they belong to religion emphasizing on peace or knowledge.
Cloistered clerics get d6 hit-dice, poor bab, and are only proficient with simple weapons and light armors. On the other hand, they get 6 skill-points per level, have access to more skills (add Decipher script, all Knowledge skills, and Speak languages), have access to Knowledge as a third clerical domain, get the bard's Bardic Knowledge ability, and have access to a few more spells (including Identify).

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#35 - HUMAN PARISH PRIEST (ACOLYTE)
Cloistered cleric 1st Level; PHB 3.5 / Arcana Unearthed

Acolytes are novices who act as assistants to a curate. They typically are young clergymen who will become curates themselves after a few years of service as underlings.

Alignment: NG, LG, or LN (used to serve the faith or community, could be either austere or benevolent).

Parish Priest (Acolyte): Human, Cloistered Cleric 1st-lvl.
Combat: AC= 10 (touch 10, flat-footed 10); Hit-points: 6; Initiative: +0; Speed: 30 ft.; BAB +0, Grap +0; Atk: melee: +0 (1d4, 19-20/x2, dagger), ranged: +0 (1d4, 19-20/x2, 10 ft., dagger).
Saves: Fort +2, Ref +0, Will +3.
Abilities: Str 10 (+0), Dex 10 (+0), Con 10 (+0), Int 11 (+0), Wis 13 (+1), Cha 12 (+1).
Racial Traits: Human: Bonus feat and skills (counted below).
Skills: Craft (*) +4, Diplomacy +5, Heal +7, Knowledge (local) +4, Knowledge (religion) +4, Profession (clergyman) +5, Spellcraft +4.
Feats and Powers: Scribe scrolls, Skill focus (Heal); Spontaneous casting (cure), Turn undead, Lore (as bardic knowledge) +1.
Spell: (Cleric 1st-lvl.; Spells per day: 4 /2+1; Domains: good, knowledge, and law.) An acolyte's spell selection of course depends on circumstances:
  • Times of peace: 0-lvl.: Create water, Light, Mending, Purify food and drink. 1st-lvl.: Bless water, Protection from evil or chaos (domain), Unseen servant.
  • Times of plagues: 0-lvl.: Create water, Detect poison, Purify food and drink (x2). 1st-lvl.: Deathwatch, Protection from evil or chaos (domain), Unseen servant.
  • Times of troubles: 0-lvl.: Cure minor wound (x2), Detect poison, Resistance. 1st-lvl.: Magic weapon, Protection from evil or chaos (domain), Sanctuary.
Equipment: Religious outfit, holy symbol, vial of holy water, dagger.
Note: (*) Parish priests and monastics will often work in addition to studying and praying. Typical craft they could practice include Bookbinding and Calligraphy (illuminating), but also Brewing (liquors).

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#36 - HUMAN PARISH PRIEST (CURATE)
Cloistered cleric 3rd Level; PHB 3.5 / Arcana Unearthed

Curates are the most common parish priests that may be found in a typical human community. They are generally in charge of a small temple, and are the priests you may expect to find in a village, or district's church in towns and cities. They run the daily religious life, performing ceremonies, as well as assisting and counseling the flock. They normally know their parishioners fairly well, and are usually held in high esteem in their community.

Alignment: NG, LG, or LN (used to serve the faith or community, could be either austere or benevolent).

Parish Priest (Curate): Human, Cloistered Cleric 3rd-lvl.
Combat: AC= 10 (touch 10, flat-footed 10); Hit-points: 13; 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 +3, Ref +1, Will +5.
Abilities: Str 10 (+0), Dex 10 (+0), Con 10 (+0), Int 11 (+0), Wis 14 (+2), Cha 13 (+1).
Racial Traits: Human: Bonus feat and skills (counted below).
Skills: Craft (*) +6, Diplomacy +7, Heal +10, Knowledge (local) +6, Knowledge (religion) +6, Profession (clergyman) +8, Spellcraft +6.
Feats and Powers: Brew potions, Scribe scrolls, Skill focus (Heal); Spontaneous casting (cure), Turn undead, Lore (as bardic knowledge) +3.
Spell: (Cleric 3rd-lvl.; Spells per day: 4 /3+1 /2+1; Domains: good, knowledge, and law.) A curate's spell selection of course depends on circumstances:
  • Times of peace: 0-lvl.: Create water, Light, Mending, Purify food and drink. 1st-lvl.: Bless water, Endure elements, Protection from evil or chaos (domain), Unseen servant. 2nd-lvl.: Augury, Calm emotions (domain), Make whole.
  • Times of plagues: 0-lvl.: Create water, Detect poison, Purify food and drink (x2). 1st-lvl.: Deathwatch, Protection from evil or chaos (domain), Remove fear, Unseen servant. 2nd-lvl.: Calm emotions (domain), Delay poison, Gentle repose.
  • Times of troubles: 0-lvl.: Cure minor wound (x2), Detect poison, Resistance. 1st-lvl.: Command, Magic weapon, Protection from evil or chaos (domain), Sanctuary. 2nd-lvl.: Calm emotions (domain), Hold person, Summon monster II.
Equipment: Religious outfit, holy symbol, vial of holy water, dagger.
Note: (*) Parish priests and monastics will often work in addition to studying and praying. Typical craft they could practice include Bookbinding and Calligraphy (illuminating), but also Brewing (liquors).

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#37 - HUMAN MILITANT PRIEST
Cleric 3rd Level; PHB 3.5

Militant priests can be leaders or sergeants of church soldiers, bodyguards of important clergymen, or even in some cases, parish priests in troubled areas where violence is frequent. Their faith and dedication is the same as that of other parish priests, but their training emphasizes less on knowledge and more on combat. Their duty usually includes performing religious ceremonies as well as defending the community. However, they spend less time socializing and educating the flock. Whenever a regular curate would be confronted with supernatural or heretic threats, he is likely to call upon a militant priest for help.

Alignment: LG, or LN (used to serve and defend the faith or community).

Militant Priest: Human, Cleric 3rd-lvl.
Combat: AC= 15 (touch 10, flat-footed 15); Hit-points: 25; Initiative: +0; Speed: 20 ft.; BAB +2, Grap +3; Atk: melee: +4 (1d8+1, 20/x2, heavy mace), ranged: +2 (1d8, 19-20/x2, light crossbow).
Saves: Fort +4, Ref +1, Will +4.
Abilities: Str 12 (+1), Dex 10 (+0), Con 12 (+1), Int 11 (+0), Wis 12 (+1), Cha 10 (+0).
Racial Traits: Human: Bonus feat and skills (counted below).
Skills: Concentration +5, Heal +5, Knowledge (religion) +6, Listen +3, Spellcraft +4, Spot +3.
Feats and Powers: Alertness, Extra turning, Toughness; Spontaneous casting (cure), Turn undead, Weapon focus (heavy mace) -from war domain-.
Spell: (Cleric 3rd-lvl.; Spells per day: 4 /3+1 /1+1; Domains: law and war): 0-lvl.: Detect magic, Light, Mending. 1st-lvl.: Cause fear, Command, Magic weapon, Protection from evil or chaos (domain). 2nd-lvl.: Calm emotions (domain), Hold person (or Zone of truth for inquisitorial tasks).
Equipment: Religious outfit, holy symbol, vial of holy water, chainmail, heavy mace, light crossbow.
Note: At DM's discretion this cleric could have a +1 weapon which would in fact belong to his Church.

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#38 - HUMAN PARISH PRIEST (CANON)
Cloistered cleric 5th Level; PHB 3.5 / Arcana Unearthed

Canons are higher in the clergy hierarchy than curates, yet are nonetheless way inferior to bishops or abbots. They are either in charge of the more important temples (those of larger villages or small towns), or oversee several smaller temples and communities, going from one to the other and supervising their curates' activities. They are usually among the most respected individuals in their areas, on par with minor nobles. Their work usually includes much counseling among the community, and can be expected to know the local people fairly well.

Alignment: NG, LG, or LN (used to serve the faith or community, could be either austere or benevolent).

Parish Priest (Canon): Human, Cloistered Cleric 5th-lvl.
Combat: AC= 10 (touch 10, flat-footed 10); Hit-points: 20; Initiative: +0; Speed: 30 ft.; BAB +2, Grap +2; Atk: melee: +2 (1d4, 19-20/x2, dagger), ranged: +2 (1d4, 19-20/x2, 10 ft., dagger).
Saves: Fort +4, Ref +1, Will +6.
Abilities: Str 10 (+0), Dex 10 (+0), Con 10 (+0), Int 13 (+1), Wis 15 (+2), Cha 14 (+2).
Racial Traits: Human: Bonus feat and skills (counted below). 64
Skills: Diplomacy +12, Gather information +8, Heal +10, Knowledge (local) +9, Knowledge (religion) +9, Profession (clergyman) +10, Sense motive +8, Spellcraft +9.
Feats and Powers: Negotiator, Scribe scrolls, Skill focus (Gather information); Spontaneous casting (cure), Turn undead, Lore (as bardic knowledge) +6.
Spell: (Cleric 5th-lvl.; Spells per day: 5 /4+1 /3+1 /1+1; Domains: good, knowledge, and law.) A canon's spell selection of course depends on circumstances:
  • Times of peace: 0-lvl.: Create water, Detect magic, Light, Mending, Purify food and drink. 1st-lvl.: Bless water, Comprehend languages, Endure elements, Protection from evil or chaos (domain), Unseen servant. 2nd-lvl.: Augury, Calm emotions (domain), Make whole, Zone of truth. 3rd-lvl.: Clairvoyance (domain), Create food and water.
  • Times of plagues: 0-lvl.: Create water, Detect poison (x2), Purify food and drink (x2). 1st-lvl.: Command, Deathwatch, Protection from evil or chaos (domain), Remove fear, Unseen servant. 2nd-lvl.: Calm emotions (domain), Delay poison (x2), Gentle repose. 3rd-lvl.: Clairvoyance (domain), Remove disease.
  • Times of troubles: 0-lvl.: Cure minor wound (x2), Detect poison, Resistance (x2). 1st-lvl.: Cause fear, Command, Magic weapon, Protection from evil or chaos (domain), Sanctuary. 2nd-lvl.: Aid, Calm emotions (domain), Hold person, Summon monster II. 3rd-lvl.: Clairvoyance (domain), Summon monster III.
Equipment: Religious outfit, holy symbol, vial of holy water, dagger.
Note: Canons are likely to be accompanied by at least a militant priest (see 3rd lvl. cleric above) in their travels. They may own a couple of magical items at DM's discretion.

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Template reminder, just in case:

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


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

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

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

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

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I did this stat-block as a mean to get the most important info easily at first glance. I really don't like the usual stat-blocks which contain everything grouped together, and are painful to read. However, if you have remarks about my way of presenting stat-blocks, let me know.

Thanks. :)
 
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Whee another d100 thread :) chances are I won't use the whole list or ever role on it but I love trolling for ideas - some of the city thread has appeared in my game every now and then


#39 City Tout
Rogue1; Source (PHB)

The city tout is a young lad that acts like a tour guide, for copper or silver he will show you the way an inn of whatever quality you want, armorers, weaponsmiths, magic item dealers. They hang out near the city gates and will persetantly offer thier services to adventures (who usually have lots of cash) costing 1-2 coppers per destination. They will charge more for private info such as thief guild contacts, juicy rumors, or local news

Alignment: N, CG, CE, CN

City Tout : Rogue human, half -elf/orc/ling 1st lvl.
Combat: AC= 12 (touch 12, flat-footed 10); Hit-points: 5; Initiative: +2; Speed: 30 ft.; BAB +0, Grap -1 Atk: melee: -1(1d4-1), Dagger, ranged: +2 (1d4-1), Dagger.
Saves: Fort +-1, Ref +4, Will +0.
Abilities: Str 8 (-1), Dex 14 (+2), Con 8 (-1), Int 10 (+0), Wis 10 (+0), Cha 13(+1).
Racial Traits: varies
Skills: Bluff +5, Spot +6, Slieght of Hand +6, Gather Information +7, Appraise +4, Knowledge (local) +4, Listen +6, Perform (storytelling) + 5, Diplomacy + 4 , Search +2
Feats and Powers: Investigator, Alertness
Equipment: tattered clothing, generally dirty
Note: These touts should be mentioned at each new city, for a couple of coppers they can shorten errand time. If asked to guide a single PC they may lead them into a thief trap, vanishing afterward. They will rarely try and steal directly, the tips are better than theft in most cases. They are not loyal unless tipped to be and will gladly sell any info regarding the players that they manage to pick up.
 
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Elder-Basilisk said:
#06 - Young Cutpurse
Rog 2; PHb

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

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

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

How'd he get so high on Tumble? Diplomacy should be +6 with 3 ranks. Know Local at +3 with 2 ranks.

Where did he learn Balance, Jump and Tumble, Open Lock to such a degree?
No Appraise, Hide, Gather Info?

I'd say give him:
Skills: Appraise +4 3r, Balance +5 2r, Bluff +7 5r, Climb +3 3r, Disguise +4 (+6 acting) 1r, Diplomacy +5 0r, Escape Artist +8 5r, Gather Information +6 2r, Hide +8 5r, Intimidate +5 0r, Jump +2 2r, Knowledge: Local +6 5r, Listen +1 2r, Move Silently +5 2r, Sense Motive +1 2r, Sleight of Hand +11 5r, Spot +4 5r, Tumble +4 1r
Equipment: Commoner's garb (urchin rags), lice-ridden padded armor, small knife, miscalleneous stolen (magical?) item(s).(read: story hook!)
 
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+3 dex, +5 ranks, +2 synergy from balance, +2 synergy from jump=+12 tumble.

I've no idea how you'd get +6 diplomacy for him. +3 from 3 ranks. +2 charisma. That's +5 where I learned math.

You caught me on Knowledge: Local though. His int bonus should make it +3.

The NPC is actually something of a composite. He's a cutpurse, but the older thieves often boost him through a window to open doors from the inside as well. He also does a lot of running away--including running over rooftops and things like Alladin. (Which is what jump, tumble, and balance are for). He doesn't really need to hide in order to use sleight of hand--just not be seen, so hide is unnecessary. Appraise is something that he doesn't really deal with. He'll get a rank or two later but right now, his leaders just tell him what to steal and give him a few coppers every now and then. Gather Info is also not really his area. He knows where the good places to hide out are but he doesn't have a network of informants or anything.

dyx said:
How'd he get so high on Tumble? Diplomacy should be +6 with 3 ranks. Know Local at +3 with 2 ranks.

Where did he learn Balance, Jump and Tumble, Open Lock to such a degree?
No Appraise, Hide, Gather Info?

I'd say give him:
Skills: Appraise +4 3r, Balance +5 2r, Bluff +7 5r, Climb +3 3r, Disguise +4 (+6 acting) 1r, Diplomacy +5 0r, Escape Artist +8 5r, Gather Information +6 2r, Hide +8 5r, Intimidate +5 0r, Jump +2 2r, Knowledge: Local +6 5r, Listen +1 2r, Move Silently +5 2r, Sense Motive +1 2r, Sleight of Hand +11 5r, Spot +4 5r, Tumble +4 1r
Equipment: Commoner's garb (urchin rags), lice-ridden padded armor, small knife, miscalleneous stolen (magical?) item(s).(read: story hook!)
 

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#40 - INFORMANT - FIREBRAND
Expert 2nd level; DMG 3.5

These people hang out in bars and other places, learning any rumor they can, and giving the info to whomever employ them or is willing to pay for it. Then, they are also hired to spread rumors and opinions of kinds, when some organization or powerful individual needs to manipulate or influence the population. There is a fair chance that anytime adventurers enter an important inn or shabby tavern, some informant /firebrand will be there, either reporting their presence to the thieves guild, authorities, etc., or trying to sell them false, or at least carefully selected information to eventually benefit their employer. These informants /firebrands are trained "ears and tongues", but other than that are petty individuals with few ambitions beyond the easy coin they earn for drinking and speaking with people in taverns.

Alignment: N (limited moral ethic, no ideas of their own, few ambitions)

Informant - Firebrand: Human, Expert 2nd-lvl.
Combat: AC= 10 (touch 10, flat-footed 10); Hit-points: 8; 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 +0, Ref +0, Will +3.
Abilities: Str 10 (+0), Dex 10 (+0), Con 10 (+0), Int 11 (+0), Wis 11 (+0), Cha 14 (+2).
Racial Traits: Human: Bonus feat and skills (counted below).
Skills: Bluff +10, Diplomacy +9, Gather information +7, Knowledge (local) +5, Listen +5, Perform (orator) +7, Sense motive +7.
Feats and Powers: Negotiator, Skill focus (bluff).
Equipment: Clothing, dagger.

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#41 - AGITATOR (CON MAN)
Rogue 4th level; PHB 3.5

The agitator is a rare character expert at spreading rumors and manipulating people's opinions. They may operate discreetly or openly, posing as prophets or authority figures, in order to deceive their audience and lead them to think in a way benefiting their employer. When having to sway a whole population's convictions, they will supervise several underlings (see Informant - firebrand above), while themselves doing the most important part of the scheme. Agitators can otherwise work as charlatans and con-men, when nobody is willing to put their talents to use.

Alignment: CN (no morals nor ethics, revel in conning and manipulating people)

Agitator (Con-Man): Human, Rogue 4th-lvl.
Combat: AC= 10 (touch 10, flat-footed 10); Hit-points: 17; Initiative: +0; Speed: 30 ft.; BAB +3, Grap +3; Atk: melee: +3 (1d6, 19-20/x2, shortsword), ranged: +3 (1d4, 19-20/x2, 10 ft., dagger).
Saves: Fort +1, Ref +4, Will +2.
Abilities: Str 10 (+0), Dex 11 (+0), Con 10 (+0), Int 13 (+1), Wis 12 (+1), Cha 16 (+3).
Racial Traits: Human: Bonus feat and skills (counted below).
Skills: Bluff +13, Diplomacy +12, Disguise +12, Forgery +10, Gather information +10, Intimidate +10, Knowledge (local) +8, Listen +8, Perform (orator) +10, Sense motive +10.
Feats and Powers: Deceitful, Negotiator, Skill focus (bluff); Sneak attack +2d6, Trapfinding, Trap sense +1, Evasion, Uncanny dodge.
Equipment: Clothing, shortsword, dagger.
Note: This character carries some weapons for self-defense but will avoid combat as much as he can, preferably relying on fast-talk to get out of trouble.

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I wondered if it would be of any use to anybody if I quickly programmed a php page to generate this table ? You know, just a "Roll" button, it throws the d100 and a random npc from the table appears on the screen, stuff like that...

It would just need to be uploaded on someone's website...
 

Elder-Basilisk said:
+3 dex, +5 ranks, +2 synergy from balance, +2 synergy from jump=+12 tumble.
There's no synergy from balance in 3.5. AFAIK. It's the other way round.
I've no idea how you'd get +6 diplomacy for him. +3 from 3 ranks. +2 charisma. That's +5 where I learned math.
D'oh! My bad... must have had the +3 from Int in mind.
You caught me on Knowledge: Local though. His int bonus should make it +3.
Yup.
The NPC is actually something of a composite. He's a cutpurse, but the older thieves often boost him through a window to open doors from the inside as well. He also does a lot of running away--including running over rooftops and things like Alladin. (Which is what jump, tumble, and balance are for). He doesn't really need to hide in order to use sleight of hand--just not be seen, so hide is unnecessary. Appraise is something that he doesn't really deal with. He'll get a rank or two later but right now, his leaders just tell him what to steal and give him a few coppers every now and then. Gather Info is also not really his area. He knows where the good places to hide out are but he doesn't have a network of informants or anything.

I see. Perhaps you want to include that in his description.
I'm not sure whch Alladin you mean, probably the cartoon which I'm not familiar with. But with balance and tumble only slightly lower than his specialty sleight of hand and such a high open lock skill I'm not sure if he should be titled Cutpurse only. More Cutpurse/budding Acrobat or Second Story Man or Guild Thief.

IMO a typical young cutpurse/street urchin should have at least some Hide for getting lost in the crowd, avoiding bullies and such (but ok, you could say he makes liberal use of the run feat). Appraise is a must for a serious cutpurse IMO to size up potential victims, and Gather Info seems a natural just as Know Local is. Also notice the nice synergies on intimidate and diplomacy without any ranks. Where'd a street urchin learn diplomacy i.e. etiquette anyways?

Perhaps a compromise:
Skills: Appraise +2 1r, Balance +8 3r, Bluff +7 5r, Climb +3 3r, Disguise +3 (+5 acting) 0r, Diplomacy +5 0r, Escape Artist +6 3r, Gather Information +5 1r, Hide +5 2r, Intimidate +5 0r, Jump +7 5r, Knowledge: Local +6 5r, Move Silently +5 2r, Sense Motive +1 2r, Sleight of Hand +11 5r, Spot +4 5r, Tumble +8 5r.

Or let's agree we disagree. Perhaps I'll post an alternate cutpurse/urchin...
 

dyx said:
Or let's agree we disagree. Perhaps I'll post an alternate cutpurse/urchin...

Great idea! Please don't use this thread to argue over how an NPC should be made. If you don't like how an NPC is made, just post yours that will be added to the final document! The more NPCs will be included, the more chances it will have to be useful to DMs, and often. It should be obvious that some NPCs presented here do not fit with what others would have in mind for such roles. After all, I personnally tend to think that basic cutpurses and pickpockets are low level Experts with appropriate skills; and I certainly don't equate Rogue with Thief (at least not automatically).

Thanks. :)


Joss66 said:
I wondered if it would be of any use to anybody if I quickly programmed a php page to generate this table ? You know, just a "Roll" button, it throws the d100 and a random npc from the table appears on the screen, stuff like that...

Thanks for the proposal. However, I think that rolling a dice to get a random NPC out of this compilation is not how this supplement will be used most of the time. In my idea of it, the DM at some point needs a specific character (such as Guard when entering the king's palace, or an Alchemist when entering the alchemist' shop), and so will search for the corresponding appropriate character, rather than rolling a d100 and see what appears. So, all in all, i think that this PHP random roller would be much work not for much usefulness.

Thanks. :)
 
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