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: 1746485" data-attributes="member: 9646"><p>A few basic aristocrats. Many higher level nobles would be interesting, multiclassed with fighter, wizards, etc. (I will probably add a few later).</p><p></p><p>--------------------------------------------------------------------------</p><p></p><p>#14 - <span style="color: Yellow"><strong>GENTRY (GENERIC)</strong></span></p><p><strong>Aristocrat 3rd level</strong>; DMG</p><p></p><p>This is your typical upper class NPC, born and raised in wealth, like a lord's wife, a rich merchant, etc. Such person got a really good and broad education, including weapon use. These aristocrats are not warrior types and prefer to leave combat to others, but nonetheless learned how to wield a sword and move in armor, as part of the many things a gentleman / gentlewoman should be able to do. </p><p></p><p><u>Alignment:</u> Varies.</p><p></p><p><strong>Generic Gentry:</strong> Human, Aristocrat 3rd-lvl.</p><p><strong>Combat:</strong> AC= 10 (touch 10, flat-footed 10); Hit-points: 14; Initiative: +0; Speed: 30 ft.; BAB +2, Grap +2; Atk: melee +2 (1d4, 19-20/x2, dagger), melee +2 (1d6, 19-20/x2, shortsword), ranged +2 (1d8, 19-20/x2, light crossbow).</p><p><strong>Saves:</strong> Fort +1, Ref +1, Will +6.</p><p><strong>Abilities:</strong> Str 10 (+0), Dex 11 (+0), Con 11 (+0), Int 14 (+2), Wis 13 (+1), Cha 16 (+3).</p><p><strong>Racial Traits:</strong> <em>Human</em>: bonus feat and skills points (counted below)</p><p><strong>Skills:</strong> Appraise +6, Diplomacy +16, Intimidate +7, Knowledge (local) +8, Knowledge (nobility - royalty) +8, Listen +4, Perform (musical instrument) +7, Ride +4, and Sense motive +7.</p><p><strong>Feats and Powers:</strong> (bonuses counted above) Iron will, Negotiator, Skill focus (Diplomacy).</p><p><strong>Equipment:</strong> Fine clothing, dagger, jewelry and money, manor house, horses, etc.</p><p><strong>Note:</strong> Gentry rarely wear any armor and weapons (except for a dagger), but when obliged to do so, may prefer a chain shirt (AC 14), and a shortsword and crossbow. No magical equipment included, which can vary, so left at DM's discretion (typically a couple of potions, a +1 dagger, and a ring of protection +1).</p><p></p><p>--------------------------------------------------------------------------</p><p></p><p>#15 - <span style="color: Yellow"><strong>INCOMPETENT FOP</strong></span></p><p><strong>Aristocrat 1st level</strong>; DMG</p><p></p><p>This is the most worthless and incompetent type of fop, born in silk, and who never had anything to do to make a living or assure his own protection. If he was left to fend for himself, this character would probably not survive for longer than a couple of days. Fortunately, he has a protector who has taken care of him for all his life, so he still there and healthy, even if a whimp. Such character tends to be aggravating a lot, pretentious, etc. Only his protector seems to tolerate (or maybe even like) him. The fop could be the protector's lover, the bastard son of a prince, the only heir to the imperial throne, etc.</p><p></p><p><u>Alignment:</u> Varies.</p><p></p><p><strong>Generic Gentry:</strong> Human, Aristocrat 1st-lvl.</p><p><strong>Combat:</strong> AC= 10 (touch 10, flat-footed 10); Hit-points: 3; Initiative: –1; Speed: 30 ft.; BAB +0, Grap –1; Atk: melee –1 (1d4–1, 19-20/x2, dagger), ranged –1 (1d8, 19-20/x2, light crossbow).</p><p><strong>Saves:</strong> Fort –1, Ref –1, Will +2.</p><p><strong>Abilities:</strong> Str 9 (–1), Dex 8 (–1), Con 9 (–1), Int 12 (+1), Wis 10 (+0), Cha 13 (+1).</p><p><strong>Racial Traits:</strong> <em>Human</em>: bonus feat and skills points (counted below)</p><p><strong>Skills:</strong> Bluff +5, Diplomacy +5, Intimidate +3, Knowledge (local) +4, Knowledge (nobility - royalty) +4, Listen +4, Perform (musical instrument) +5.</p><p><strong>Feats and Powers:</strong> Influential protector*, Fools' luck*</p><p><strong>Equipment:</strong> Fine clothing, dagger, fancy jewelry (Appraise check at DC = 5, it looks like it is worth 1500 gp.; but at DC = 20 it reveals that it's false and not worth more than 10 gp.).</p><p><strong>Note:</strong> (*) new feats for this NPC only. <em>Influential Protector</em>: +4 bonus to bluff checks to convince others it's better to not attack him, or his powerful protector would avenge him otherwise. <em>Fools' Luck </em>: once per day whenever the npc's life is in jeopardy, something happens that will take him out of danger.</p><p></p><p>--------------------------------------------------------------------------</p></blockquote><p></p>
[QUOTE="Turanil, post: 1746485, member: 9646"] A few basic aristocrats. Many higher level nobles would be interesting, multiclassed with fighter, wizards, etc. (I will probably add a few later). -------------------------------------------------------------------------- #14 - [COLOR=Yellow][B]GENTRY (GENERIC)[/B][/COLOR] [B]Aristocrat 3rd level[/B]; DMG This is your typical upper class NPC, born and raised in wealth, like a lord's wife, a rich merchant, etc. Such person got a really good and broad education, including weapon use. These aristocrats are not warrior types and prefer to leave combat to others, but nonetheless learned how to wield a sword and move in armor, as part of the many things a gentleman / gentlewoman should be able to do. [U]Alignment:[/U] Varies. [B]Generic Gentry:[/B] Human, Aristocrat 3rd-lvl. [B]Combat:[/B] AC= 10 (touch 10, flat-footed 10); Hit-points: 14; Initiative: +0; Speed: 30 ft.; BAB +2, Grap +2; Atk: melee +2 (1d4, 19-20/x2, dagger), melee +2 (1d6, 19-20/x2, shortsword), ranged +2 (1d8, 19-20/x2, light crossbow). [B]Saves:[/B] Fort +1, Ref +1, Will +6. [B]Abilities:[/B] Str 10 (+0), Dex 11 (+0), Con 11 (+0), Int 14 (+2), Wis 13 (+1), Cha 16 (+3). [B]Racial Traits:[/B] [I]Human[/I]: bonus feat and skills points (counted below) [B]Skills:[/B] Appraise +6, Diplomacy +16, Intimidate +7, Knowledge (local) +8, Knowledge (nobility - royalty) +8, Listen +4, Perform (musical instrument) +7, Ride +4, and Sense motive +7. [B]Feats and Powers:[/B] (bonuses counted above) Iron will, Negotiator, Skill focus (Diplomacy). [B]Equipment:[/B] Fine clothing, dagger, jewelry and money, manor house, horses, etc. [B]Note:[/B] Gentry rarely wear any armor and weapons (except for a dagger), but when obliged to do so, may prefer a chain shirt (AC 14), and a shortsword and crossbow. No magical equipment included, which can vary, so left at DM's discretion (typically a couple of potions, a +1 dagger, and a ring of protection +1). -------------------------------------------------------------------------- #15 - [COLOR=Yellow][B]INCOMPETENT FOP[/B][/COLOR] [B]Aristocrat 1st level[/B]; DMG This is the most worthless and incompetent type of fop, born in silk, and who never had anything to do to make a living or assure his own protection. If he was left to fend for himself, this character would probably not survive for longer than a couple of days. Fortunately, he has a protector who has taken care of him for all his life, so he still there and healthy, even if a whimp. Such character tends to be aggravating a lot, pretentious, etc. Only his protector seems to tolerate (or maybe even like) him. The fop could be the protector's lover, the bastard son of a prince, the only heir to the imperial throne, etc. [U]Alignment:[/U] Varies. [B]Generic Gentry:[/B] Human, Aristocrat 1st-lvl. [B]Combat:[/B] AC= 10 (touch 10, flat-footed 10); Hit-points: 3; Initiative: –1; Speed: 30 ft.; BAB +0, Grap –1; Atk: melee –1 (1d4–1, 19-20/x2, dagger), ranged –1 (1d8, 19-20/x2, light crossbow). [B]Saves:[/B] Fort –1, Ref –1, Will +2. [B]Abilities:[/B] Str 9 (–1), Dex 8 (–1), Con 9 (–1), Int 12 (+1), Wis 10 (+0), Cha 13 (+1). [B]Racial Traits:[/B] [I]Human[/I]: bonus feat and skills points (counted below) [B]Skills:[/B] Bluff +5, Diplomacy +5, Intimidate +3, Knowledge (local) +4, Knowledge (nobility - royalty) +4, Listen +4, Perform (musical instrument) +5. [B]Feats and Powers:[/B] Influential protector*, Fools' luck* [B]Equipment:[/B] Fine clothing, dagger, fancy jewelry (Appraise check at DC = 5, it looks like it is worth 1500 gp.; but at DC = 20 it reveals that it's false and not worth more than 10 gp.). [B]Note:[/B] (*) new feats for this NPC only. [I]Influential Protector[/I]: +4 bonus to bluff checks to convince others it's better to not attack him, or his powerful protector would avenge him otherwise. [I]Fools' Luck [/I]: once per day whenever the npc's life is in jeopardy, something happens that will take him out of danger. -------------------------------------------------------------------------- [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
[d20 / D&D 3.5] d100 NPCs Thread
Top