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[d20 / D&D 3.5] d100 NPCs Thread
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<blockquote data-quote="Turanil" data-source="post: 1745237" data-attributes="member: 9646"><p>For those who have seen this excellent movie: <em>The 13th Warrior</em>, use the stats below to portray the WENDOLS... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>--------------------------------------------------------------------------</p><p></p><p>#07 - <span style="color: Yellow"><strong>HILLS' BARBARIANS</strong></span></p><p><strong>Barbarian 3rd Level</strong>; PHB 3.5</p><p></p><p>These are bastardized people who live harsh and primitive lives in the hills (usually in caverns), getting by in life by the strength of their arms and sharpness of their weapons. They appear brutish and stupid, but exceptionally tough. They often garb in furs, to look more like beasts. When raiding villages on the borders of their hills, they usually have no tactics except for screaming and charging madly in the melee. They however favor attacking during the night, as this tends to take their opponents off guard and scare them the more. </p><p></p><p><u>Alignment</u>: typically CN or CE (often brutish and prone to violence).</p><p></p><p><strong>Hills' Barbarian:</strong> Half-orc, barbarian 3rd-lvl.</p><p><strong>Combat:</strong> AC= 13 (touch 10, flat-footed 13); Hit-points: 30; Initiative: +0; Speed: 40; BAB +3, Grap +5, melee: +6 (1d8+2, 20/x3, battleaxe), ranged: +5 (1d6+4, 20/x2, 10 ft., axe throwing).</p><p><strong>Saves:</strong> Fort +7, Ref +1, Will +1. </p><p><strong>Abilities:</strong> Str 15 (+2), Dex 10 (+0), Con 15 (+2), Int 8 (–1), Wis 10 (+0), Cha 8 (–1).</p><p><strong>Racial Traits:</strong> <em>Half-orc</em>: Darkvision 60 ft., orc blood.</p><p><strong>Skills:</strong> Climb +5, Craft +2, Intimidate +2, Jump +5, Listen +3, and Survival +3.</p><p><strong>Feats and Powers:</strong> Great fortitude, Weapon focus (battleaxe); Fast movement, Rage (1/day), Uncanny dodge, Trap sense +1.</p><p><strong>Equipment:</strong> Sturdy clothing, leather armor, shield, battleaxe, throwing axe.</p><p><strong>Note:</strong> They often stink, giving a +2 to Spot check to notice them, or not being surprised, when weather conditions are appropriate.</p><p></p><p>--------------------------------------------------------------------------</p><p></p><p>#08 - <span style="color: Yellow"><strong>HILLS' BARBARIAN (WENDOLS' CHIEF)</strong></span></p><p><strong>Barbarian 6th Level</strong>; PHB 3.5</p><p></p><p>This leader of the hills' barbarians is usually the toughest and fiercest of his tribe, having become the chief through brutality and intimidation. Such individuals don't know of any other way in life but violence to get anything they may want or need. </p><p></p><p><u>Alignment</u>: Typically CE (only the most brutal and violent can rise to leadership).</p><p></p><p><strong>Hills' Barbarian Chief:</strong> Half-orc, barbarian 6th-lvl.</p><p><strong>Combat:</strong> AC= 14 (touch 11, flat-footed 13); Hit-points: 60; Initiative: +1; Speed: 40 ft.; BAB +6 /+1, Grap +10, melee: +11 /+6 (1d8+4, 20/x3, battleaxe), ranged: +10 /+5 (1d6+4, 20/x2, 10 ft., axe throwing).</p><p><strong>Saves:</strong> Fort +10, Ref +3, Will +2. </p><p><strong>Abilities:</strong> Str 18 (+4), Dex 12 (+1), Con 16 (+3), Int 10 (+0), Wis 11 (+0), Cha 12 (+1).</p><p><strong>Racial Traits:</strong> <em>Half-orc</em>: Darkvision 60 ft., orc blood.</p><p><strong>Skills:</strong> Climb +10, Craft +3, Intimidate +8, Jump +10, Listen +8, and Survival +6.</p><p><strong>Feats and Powers:</strong> Great fortitude, Power attack, Weapon focus (battleaxe); Fast movement, Rage (2/day), Uncanny dodge and Improved uncanny dodge, Trap sense +2.</p><p><strong>Equipment:</strong> Sturdy clothing, leather armor, shield, battleaxe, 2 throwing axes.</p><p><strong>Note:</strong> They often stink, giving a +2 to Spot check to notice them, or not being surprised, when weather conditions are appropriate. No magical equipment included, which can vary, so left a DM's discretion (typically very few, and preferably evil aligned weapons and armors).</p><p></p><p>--------------------------------------------------------------------------</p></blockquote><p></p>
[QUOTE="Turanil, post: 1745237, member: 9646"] For those who have seen this excellent movie: [I]The 13th Warrior[/I], use the stats below to portray the WENDOLS... ;) -------------------------------------------------------------------------- #07 - [COLOR=Yellow][B]HILLS' BARBARIANS[/B][/COLOR] [B]Barbarian 3rd Level[/B]; PHB 3.5 These are bastardized people who live harsh and primitive lives in the hills (usually in caverns), getting by in life by the strength of their arms and sharpness of their weapons. They appear brutish and stupid, but exceptionally tough. They often garb in furs, to look more like beasts. When raiding villages on the borders of their hills, they usually have no tactics except for screaming and charging madly in the melee. They however favor attacking during the night, as this tends to take their opponents off guard and scare them the more. [U]Alignment[/U]: typically CN or CE (often brutish and prone to violence). [B]Hills' Barbarian:[/B] Half-orc, barbarian 3rd-lvl. [B]Combat:[/B] AC= 13 (touch 10, flat-footed 13); Hit-points: 30; Initiative: +0; Speed: 40; BAB +3, Grap +5, melee: +6 (1d8+2, 20/x3, battleaxe), ranged: +5 (1d6+4, 20/x2, 10 ft., axe throwing). [B]Saves:[/B] Fort +7, Ref +1, Will +1. [B]Abilities:[/B] Str 15 (+2), Dex 10 (+0), Con 15 (+2), Int 8 (–1), Wis 10 (+0), Cha 8 (–1). [B]Racial Traits:[/B] [I]Half-orc[/I]: Darkvision 60 ft., orc blood. [B]Skills:[/B] Climb +5, Craft +2, Intimidate +2, Jump +5, Listen +3, and Survival +3. [B]Feats and Powers:[/B] Great fortitude, Weapon focus (battleaxe); Fast movement, Rage (1/day), Uncanny dodge, Trap sense +1. [B]Equipment:[/B] Sturdy clothing, leather armor, shield, battleaxe, throwing axe. [B]Note:[/B] They often stink, giving a +2 to Spot check to notice them, or not being surprised, when weather conditions are appropriate. -------------------------------------------------------------------------- #08 - [COLOR=Yellow][B]HILLS' BARBARIAN (WENDOLS' CHIEF)[/B][/COLOR] [B]Barbarian 6th Level[/B]; PHB 3.5 This leader of the hills' barbarians is usually the toughest and fiercest of his tribe, having become the chief through brutality and intimidation. Such individuals don't know of any other way in life but violence to get anything they may want or need. [U]Alignment[/U]: Typically CE (only the most brutal and violent can rise to leadership). [B]Hills' Barbarian Chief:[/B] Half-orc, barbarian 6th-lvl. [B]Combat:[/B] AC= 14 (touch 11, flat-footed 13); Hit-points: 60; Initiative: +1; Speed: 40 ft.; BAB +6 /+1, Grap +10, melee: +11 /+6 (1d8+4, 20/x3, battleaxe), ranged: +10 /+5 (1d6+4, 20/x2, 10 ft., axe throwing). [B]Saves:[/B] Fort +10, Ref +3, Will +2. [B]Abilities:[/B] Str 18 (+4), Dex 12 (+1), Con 16 (+3), Int 10 (+0), Wis 11 (+0), Cha 12 (+1). [B]Racial Traits:[/B] [I]Half-orc[/I]: Darkvision 60 ft., orc blood. [B]Skills:[/B] Climb +10, Craft +3, Intimidate +8, Jump +10, Listen +8, and Survival +6. [B]Feats and Powers:[/B] Great fortitude, Power attack, Weapon focus (battleaxe); Fast movement, Rage (2/day), Uncanny dodge and Improved uncanny dodge, Trap sense +2. [B]Equipment:[/B] Sturdy clothing, leather armor, shield, battleaxe, 2 throwing axes. [B]Note:[/B] They often stink, giving a +2 to Spot check to notice them, or not being surprised, when weather conditions are appropriate. No magical equipment included, which can vary, so left a DM's discretion (typically very few, and preferably evil aligned weapons and armors). -------------------------------------------------------------------------- [/QUOTE]
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