Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
[d20 / D&D 3.5] d100 NPCs Thread
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Turanil" data-source="post: 1737784" data-attributes="member: 9646"><p><strong>Here are the first examples</strong></p><p></p><p>--------------------------------------------------------------------------</p><p></p><p><strong>#01 -</strong> <span style="color: Yellow"><strong>COMMON PEASANTS</strong></span></p><p><strong>Commoner [CR2 / 3rd lvl.]; DMG</strong></p><p></p><p>These are basic peasants who live in peaceful communities far away from dangers. They tend to be well fed and healthy, and live safe, albeit modest, lives. If confronted with some hostile creatures or people, they are likely to ask the local lord or authorities for assistance and protection. Such peasants rarely travel beyond the fields around their villages, and tend to be suspicious of strangers (adventurers). </p><p>AL Lawful Neutral; Neither good nor evil, but used to conform to the law and obey the local Lord.</p><p></p><p><strong>Common Peasant:</strong> Human Commoner 3rd-lvl.</p><p><strong>Combat:</strong> AC= 10 (touch 10, flat-footed 10); Hit-points: 10; Initiative: +0; Speed: 30; Melee: +1 (1d6, 20/x2, staff); Ranged: +1 (1d4, 19-20/x2, 10ft., dagger).</p><p><strong>Saves:</strong> Fort +2, Ref +1, Will +1.</p><p><strong>Abilities:</strong> Str 11 (+0), Dex 10 (+0), Con 12 (+1), Int 10 (+0), Wis 10 (+0), Cha 10 (+0).</p><p><strong>Racial Traits:</strong> <em>Human</em>: Bonus feat and skills points (included below). </p><p><strong>Skills:</strong> Craft (any rural) +4, Handle animal +6, Profession (any rural) +9, Ride +4, Use rope +2.</p><p><strong>Feats and Powers:</strong> Animal affinity, Run (to escape fast), Skill focus (Profession).</p><p><strong>Equipment:</strong> Sturdy clothing, staff, dagger, tools, donkey.</p><p><strong>Note:</strong> <em>Rural crafts</em>: basketweaving, blacksmithing, carpentry, cobbling, leatherworking, pottery, stonemasonry, trapmaking, weaving. <em>Rural professions</em>: farmer, herder, lumberjack, miller, rancher, stablehand, tanner, woodcutter. </p><p></p><p>--------------------------------------------------------------------------</p><p></p><p><strong>#02 -</strong> <span style="color: Yellow"><strong>STARVING PEASANTS / OUTLAWS</strong></span></p><p><strong>Commoner/Rogue [CR2 / 3rd lvl.]; DMG - PHB</strong></p><p></p><p>These outlaws are in fact whole communities of peasants who had to flee their homes because of famine, war, or evil tyranny. As such they became starving vagabonds with no other opportunity than robbing people just to get by. Most of them died of deprivation, and so, those who remain (and are featured here) were the toughest and most determined to survive. They are driven by despair and hunger, and have no fear of death. However, feed them and they will calm down.</p><p>AL neutral; driven by despair and necessity to eat; would return to an honest life if possible.</p><p></p><p><strong>Starving Peasant Outlaw:</strong> Human Commoner 2nd /Rogue 1st (Wilderness Rogue variant from UA).</p><p><strong>Combat:</strong> AC= 10 (touch 10, flat-footed 10); Hit-points: 8; Initiative: +0; Speed: 30; Melee: +1 (1d6–1, 20/x2, staff); Ranged: +2 (1d6, 19-20/x3, 60ft., shortbow).</p><p><strong>Saves:</strong> Fort +2, Ref +2, Will +1.</p><p><strong>Abilities:</strong> Str 9 (–1), Dex 10 (+0), Con 9 (–1), Int 10 (+0), Wis 12 (+1), Cha 10 (+0).</p><p><strong>Racial Traits:</strong> <em>Human</em>: Bonus feat and skills points (included below).</p><p><strong>Skills:</strong> Climb (or Swim) +2, Craft (any rural) +2, Handle animal +2, Profession (any rural) +6, Listen +4, Move silently +3, Hide +3, Survival +4. </p><p><strong>Feats and Powers:</strong> Endurance, Great fortitude, Run (to escape fast). Sneak attack +1d6.</p><p><strong>Equipment:</strong> Sturdy clothing, staff, shortbow.</p><p><strong>Note:</strong> <em>Rural crafts</em>: basketweaving, blacksmithing, carpentry, cobbling, leatherworking, pottery, stonemasonry, trapmaking, weaving. <em>Rural professions</em>: farmer, herder, lumberjack, miller, rancher, stablehand, tanner, woodcutter. </p><p></p><p>--------------------------------------------------------------------------</p><p></p><p><strong>#03 -</strong> <span style="color: Yellow"><strong>WARRIOR PEASANTS</strong></span></p><p><strong>Commoner/Warrior [CR2 / 3rd lvl.]; DMG</strong></p><p></p><p>These are peasants who have learned to fight for whatever reason. They could be used to be regularly conscripted in times of war, they may be clansmen who must rely on their own to fend off beasts and brigands, or yet be woodcutters that constantly travel forests and thus need to be able to defend themselves. Peasants warriors tend to be more traveled and less suspicious of strangers (adventurers) than common peasants. </p><p>AL Lawful Neutral or Neutral; Many warrior-peasants tend to be more independent minded. </p><p></p><p><strong>Warrior Peasant:</strong> Human Commoner 1st-lvl / Warrior 2nd-lvl.</p><p><strong>Combat:</strong> AC= 13 (touch 10, flat-footed 13); Hit-points: 15; Initiative: +0; Speed: 30; Melee: +4 (1d8+1, 20/x3, battleaxe); Ranged: +2 (1d8, 20/x3, 100ft., longbow).</p><p><strong>Saves:</strong> Fort +4, Ref +0, Will +0.</p><p><strong>Abilities:</strong> Str 13 (+1), Dex 10 (+0), Con 13 (+1), Int 10 (+0), Wis 10 (+0), Cha 10 (+0).</p><p><strong>Racial Traits:</strong> <em>Human</em>: Bonus feat and skills points (included below). </p><p><strong>Skills:</strong> Climb (or Swim) +4, Craft (any rural) +3, Handle animal +4, Listen +2, Profession (any rural) +6, Ride +4, Spot +2.</p><p><strong>Feats and Powers:</strong> Alertness, Skill focus (Profession), Weapon focus (battleaxe).</p><p><strong>Equipment:</strong> Sturdy clothing, studded leather armor, battleaxe, longbow, dagger.</p><p><strong>Note:</strong> <em>Rural crafts</em>: blacksmithing, carpentry, leatherworking, stonemasonry, trapmaking. <em>Rural professions</em>: farmer, herder, hunter, lumberjack, rancher, stablehand, woodcutter. </p><p></p><p>--------------------------------------------------------------------------</p></blockquote><p></p>
[QUOTE="Turanil, post: 1737784, member: 9646"] [b]Here are the first examples[/b] -------------------------------------------------------------------------- [B]#01 -[/B] [COLOR=Yellow][B]COMMON PEASANTS[/B][/COLOR] [B]Commoner [CR2 / 3rd lvl.]; DMG[/B] These are basic peasants who live in peaceful communities far away from dangers. They tend to be well fed and healthy, and live safe, albeit modest, lives. If confronted with some hostile creatures or people, they are likely to ask the local lord or authorities for assistance and protection. Such peasants rarely travel beyond the fields around their villages, and tend to be suspicious of strangers (adventurers). AL Lawful Neutral; Neither good nor evil, but used to conform to the law and obey the local Lord. [B]Common Peasant:[/B] Human Commoner 3rd-lvl. [B]Combat:[/B] AC= 10 (touch 10, flat-footed 10); Hit-points: 10; Initiative: +0; Speed: 30; Melee: +1 (1d6, 20/x2, staff); Ranged: +1 (1d4, 19-20/x2, 10ft., dagger). [B]Saves:[/B] Fort +2, Ref +1, Will +1. [B]Abilities:[/B] Str 11 (+0), Dex 10 (+0), Con 12 (+1), Int 10 (+0), Wis 10 (+0), Cha 10 (+0). [B]Racial Traits:[/B] [I]Human[/I]: Bonus feat and skills points (included below). [B]Skills:[/B] Craft (any rural) +4, Handle animal +6, Profession (any rural) +9, Ride +4, Use rope +2. [B]Feats and Powers:[/B] Animal affinity, Run (to escape fast), Skill focus (Profession). [B]Equipment:[/B] Sturdy clothing, staff, dagger, tools, donkey. [B]Note:[/B] [I]Rural crafts[/I]: basketweaving, blacksmithing, carpentry, cobbling, leatherworking, pottery, stonemasonry, trapmaking, weaving. [I]Rural professions[/I]: farmer, herder, lumberjack, miller, rancher, stablehand, tanner, woodcutter. -------------------------------------------------------------------------- [B]#02 -[/B] [COLOR=Yellow][B]STARVING PEASANTS / OUTLAWS[/B][/COLOR] [B]Commoner/Rogue [CR2 / 3rd lvl.]; DMG - PHB[/B] These outlaws are in fact whole communities of peasants who had to flee their homes because of famine, war, or evil tyranny. As such they became starving vagabonds with no other opportunity than robbing people just to get by. Most of them died of deprivation, and so, those who remain (and are featured here) were the toughest and most determined to survive. They are driven by despair and hunger, and have no fear of death. However, feed them and they will calm down. AL neutral; driven by despair and necessity to eat; would return to an honest life if possible. [B]Starving Peasant Outlaw:[/B] Human Commoner 2nd /Rogue 1st (Wilderness Rogue variant from UA). [B]Combat:[/B] AC= 10 (touch 10, flat-footed 10); Hit-points: 8; Initiative: +0; Speed: 30; Melee: +1 (1d6–1, 20/x2, staff); Ranged: +2 (1d6, 19-20/x3, 60ft., shortbow). [B]Saves:[/B] Fort +2, Ref +2, Will +1. [B]Abilities:[/B] Str 9 (–1), Dex 10 (+0), Con 9 (–1), Int 10 (+0), Wis 12 (+1), Cha 10 (+0). [B]Racial Traits:[/B] [I]Human[/I]: Bonus feat and skills points (included below). [B]Skills:[/B] Climb (or Swim) +2, Craft (any rural) +2, Handle animal +2, Profession (any rural) +6, Listen +4, Move silently +3, Hide +3, Survival +4. [B]Feats and Powers:[/B] Endurance, Great fortitude, Run (to escape fast). Sneak attack +1d6. [B]Equipment:[/B] Sturdy clothing, staff, shortbow. [B]Note:[/B] [I]Rural crafts[/I]: basketweaving, blacksmithing, carpentry, cobbling, leatherworking, pottery, stonemasonry, trapmaking, weaving. [I]Rural professions[/I]: farmer, herder, lumberjack, miller, rancher, stablehand, tanner, woodcutter. -------------------------------------------------------------------------- [B]#03 -[/B] [COLOR=Yellow][B]WARRIOR PEASANTS[/B][/COLOR] [B]Commoner/Warrior [CR2 / 3rd lvl.]; DMG[/B] These are peasants who have learned to fight for whatever reason. They could be used to be regularly conscripted in times of war, they may be clansmen who must rely on their own to fend off beasts and brigands, or yet be woodcutters that constantly travel forests and thus need to be able to defend themselves. Peasants warriors tend to be more traveled and less suspicious of strangers (adventurers) than common peasants. AL Lawful Neutral or Neutral; Many warrior-peasants tend to be more independent minded. [B]Warrior Peasant:[/B] Human Commoner 1st-lvl / Warrior 2nd-lvl. [B]Combat:[/B] AC= 13 (touch 10, flat-footed 13); Hit-points: 15; Initiative: +0; Speed: 30; Melee: +4 (1d8+1, 20/x3, battleaxe); Ranged: +2 (1d8, 20/x3, 100ft., longbow). [B]Saves:[/B] Fort +4, Ref +0, Will +0. [B]Abilities:[/B] Str 13 (+1), Dex 10 (+0), Con 13 (+1), Int 10 (+0), Wis 10 (+0), Cha 10 (+0). [B]Racial Traits:[/B] [I]Human[/I]: Bonus feat and skills points (included below). [B]Skills:[/B] Climb (or Swim) +4, Craft (any rural) +3, Handle animal +4, Listen +2, Profession (any rural) +6, Ride +4, Spot +2. [B]Feats and Powers:[/B] Alertness, Skill focus (Profession), Weapon focus (battleaxe). [B]Equipment:[/B] Sturdy clothing, studded leather armor, battleaxe, longbow, dagger. [B]Note:[/B] [I]Rural crafts[/I]: blacksmithing, carpentry, leatherworking, stonemasonry, trapmaking. [I]Rural professions[/I]: farmer, herder, hunter, lumberjack, rancher, stablehand, woodcutter. -------------------------------------------------------------------------- [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
[d20 / D&D 3.5] d100 NPCs Thread
Top