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[d20 / D&D 3.5] d100 NPCs Thread
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<blockquote data-quote="Turanil" data-source="post: 1747160" data-attributes="member: 9646"><p>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.</p><p></p><p>--------------------------------------------------------------------------</p><p></p><p><span style="color: Orange"><strong>HUMAN CITY LAW & MILITIA</strong></span></p><p></p><p>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.</p><p></p><p><u>City Militia:</u></p><p><strong>Guards conscripts</strong> (commoner lvl.2/ warriors lvl.1)</p><p><strong>Guards regular</strong> (warriors lvl.2)</p><p><strong>Sergeants</strong> (fighter lvl.3)</p><p><strong>Provost</strong> (Fighter lvl.8)</p><p><strong>Executioner</strong> (Thug lvl.6)</p><p><strong>Civil servants</strong> (Expert lvl.3)</p><p><strong>Bailiff</strong> (UA Expert lvl.8)</p><p></p><p>--------------------------------------------------------------------------</p><p></p><p>#18 - <span style="color: Yellow"><strong>MILITIAMAN (CONSCRIPT)</strong></span></p><p><strong>Commoner/Warrior 3rd Level</strong>; DMG 3.5</p><p></p><p>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).</p><p></p><p><u>Alignment</u>: usually N (willing to do what is right, but not endanger their life).</p><p></p><p><strong>Militiaman - conscript:</strong> Human, Commoner 2nd-lvl./ Warrior 1st-lvl.</p><p><strong>Combat:</strong> 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).</p><p><strong>Saves:</strong> Fort +3, Ref +1, Will +0. </p><p><strong>Abilities:</strong> Str 11 (+0), Dex 12 (+1), Con 12 (+1), Int 9 (–1), Wis 10 (+0), Cha 10 (+0).</p><p><strong>Racial Traits:</strong> <em>Human</em>: Bonus feat and skills (counted below).</p><p><strong>Skills:</strong> Craft (any) +1, Handle animal +2, Listen +4, Profession (any) +3, and Spot +4.</p><p><strong>Feats and Powers:</strong> Alertness, Point blank shot, Toughness.</p><p><strong>Equipment:</strong> Sturdy clothing, studded leather armor, halberd, dagger, and light crossbow (+15 quarrels).</p><p><strong>Note:</strong> (*) halberds can be used to make trip attacks.</p><p></p><p></p><p>--------------------------------------------------------------------------</p><p></p><p></p><p>#19 - <span style="color: Yellow"><strong>MILITIAMAN (REGULAR)</strong></span></p><p><strong>Warrior 2nd Level</strong>; DMG 3.5</p><p></p><p>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).</p><p></p><p><u>Alignment</u>: varies, but usually LN or LE (obey orders and do not think by themselves).</p><p></p><p><strong>Militiaman - regular:</strong> Human, Warrior 2nd-lvl.</p><p><strong>Combat:</strong> 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).</p><p><strong>Saves:</strong> Fort +3, Ref +1, Will +0. </p><p><strong>Abilities:</strong> Str 13 (+1), Dex 12 (+1), Con 13 (+1), Int 9 (–1), Wis 10 (+0), Cha 9 (–1).</p><p><strong>Racial Traits:</strong> <em>Human</em>: Bonus feat and skills (counted below).</p><p><strong>Skills:</strong> Handle animal +2, Intimidate +3, Ride +4.</p><p><strong>Feats and Powers:</strong> Point blank shot, Toughness.</p><p><strong>Equipment:</strong> Sturdy clothing, chainmail, halberd, shortsword, dagger, and light crossbow (+15 quarrels).</p><p><strong>Note:</strong> (*) halberds can be used to make trip attacks.</p><p></p><p>--------------------------------------------------------------------------</p><p></p><p></p><p>#20 - <span style="color: Yellow"><strong>MILITIAMAN (SERGEANT)</strong></span></p><p><strong>Fighter 3rd Level</strong>; PHB 3.5</p><p></p><p>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). </p><p></p><p><u>Alignment</u>: LN (abide to the letter of the law, doesn't interpret it according to the circumstances.)</p><p></p><p><strong> Sergeant Guard:</strong> Human, Fighter 3rd-lvl.</p><p><strong>Combat:</strong> 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).</p><p> <strong>Saves:</strong> Fort +5, Ref +2, Will +1. </p><p><strong>Abilities:</strong> Str 14 (+2), Dex 12 (+1), Con 14 (+2), Int 11 (+0), Wis 10 (+0), Cha 12 (+1).</p><p><strong>Racial Traits:</strong> <em>Human</em>: Bonus feat and skills (counted below).</p><p><strong>Skills:</strong> Gather information +4, Handle animal +3, Listen +4, Ride +3, Spot +4.</p><p><strong>Feats and Powers:</strong> Alertness, Iron will, Point blank shot, Toughness, Weapon focus (longsword).</p><p><strong>Equipment:</strong> Sturdy clothing, chainmail, longsword, dagger, and light crossbow (+15 quarrels).</p><p></p><p>--------------------------------------------------------------------------</p><p></p><p></p><p>#21 - <span style="color: Yellow"><strong>GUARDS CAPTAIN (PROVOST)</strong></span></p><p><strong>Fighter 8th Level</strong>; PHB 3.5</p><p></p><p>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).</p><p></p><p><u>Alignment</u>: 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).</p><p></p><p><strong> Guards Captain:</strong> Human, Fighter 8th-lvl.</p><p><strong>Combat:</strong> 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).</p><p> <strong>Saves:</strong> Fort +7, Ref +3, Will +5. </p><p><strong>Abilities:</strong> Str 14 (+2), Dex 12 (+1), Con 13 (+1), Int 14 (+2), Wis 12 (+1), Cha 15 (+2).</p><p><strong>Racial Traits:</strong> <em>Human</em>: Bonus feat and skills (counted below).</p><p><strong>Skills:</strong> Diplomacy +5, Gather information +6, Intimidate +5, Knowledge (local) +7, Listen +8, Ride +6, Spot +8.</p><p> <strong>Feats and Powers:</strong> Alertness, Improved critical (longsword), Improved initiative (+4), Iron Will, Leadership, Point blank shot, Weapon focus & specialization (longsword).</p><p><strong>Equipment:</strong> Sturdy clothing, Half-plate +2, longsword +2, light crossbow, dagger.</p><p><strong>Note:</strong> an</p><p></p><p>--------------------------------------------------------------------------</p><p></p><p></p><p>#22 - <span style="color: Yellow"><strong>EXECUTIONER</strong></span></p><p><strong>Thug 5th Level</strong>; Unearthed Arcana (fighter variant*)</p><p></p><p>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).</p><p></p><p><u>Alignment</u>: LE (doesn't care for the suffering of others, and may even enjoy it. However, only kills and torture as ordered by the magistrates).</p><p></p><p><strong>Executioner:</strong> Human, Thug 5th-lvl.</p><p><strong>Combat:</strong> 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).</p><p><strong>Saves:</strong> Fort +5, Ref +2, Will +1. </p><p><strong>Abilities:</strong> Str 16 (+3), Dex 13 (+1), Con 13 (+1), Int 9 (–1), Wis 10 (+0), Cha 7 (–2).</p><p><strong>Racial Traits:</strong> <em>Human</em>: Bonus feat and skills (counted below).</p><p><strong>Skills:</strong> Craft (torture) +10, Intimidate +8, Profession (executioner) +4, Use rope +5.</p><p><strong>Feats and Powers:</strong> Power attack, Skill focus (Craft: torture), Weapon focus (greataxe); Sneak attack (+3d6).</p><p><strong>Equipment:</strong> Sturdy clothing, greataxe (only used for beheading convicts), light hammer (essentially used as tool, occasionally as weapon), leather armor, black hood.</p><p><strong>Note:</strong> 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.]</p><p></p><p>--------------------------------------------------------------------------</p><p></p><p></p><p>#23 - <span style="color: Yellow"><strong>CIVIL SERVANTS</strong></span></p><p><strong>Expert 3rd Level</strong>; DMG</p><p></p><p>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).</p><p></p><p><u>Alignment</u>: 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).</p><p></p><p><strong>Entry's name:</strong> Human, Expert 3rd-lvl.</p><p><strong>Combat:</strong> 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).</p><p><strong>Saves:</strong> Fort +1, Ref +1, Will +6. </p><p><strong>Abilities:</strong> Str 9 (–1), Dex 10 (+0), Con 10 (+0), Int 12 (+1), Wis 12 (+1), Cha 11 (+0).</p><p><strong>Racial Traits:</strong> <em>Human</em>: Bonus feat and skills (counted below).</p><p><strong>Skills:</strong> 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.</p><p><strong>Feats and Powers:</strong> (bonus counted above) Investigator, Iron will, Skill focus (Knowledge: local).</p><p><strong>Equipment:</strong> Sturdy clothing, dagger.</p><p></p><p>--------------------------------------------------------------------------</p><p></p><p></p><p>#24 - <span style="color: Yellow"><strong>BAILIFF</strong></span></p><p><strong>Expert 8th Level</strong>; Unearthed Arcana (generic expert)</p><p></p><p>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).</p><p></p><p><u>Alignment</u>: 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).</p><p></p><p><strong>Bailiff:</strong> Human, Generic Expert 8th-lvl.</p><p><strong>Combat:</strong> 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).</p><p><strong>Saves:</strong> Fort +3, Ref +7, Will +10. </p><p><strong>Abilities:</strong> Str 11 (+0), Dex 12 (+1), Con 12 (+1), Int 16 (+3), Wis 14 (+2), Cha 14 (+2).</p><p><strong>Racial Traits:</strong> <em>Human</em>: Bonus feat and skills (counted below).</p><p><strong>Skills:</strong> 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.</p><p><strong>Feats and Powers:</strong> (bonus counted above) Alertness, Investigator, Iron will, Negotiator, Skill focus (Knowledge: local), Skill focus (Gather information), Skill focus (Sense motive), Weapon focus (shortsword).</p><p><strong>Equipment:</strong> Sturdy clothing, shortsword +2, bracers AC +6, ring of mind shielding.</p><p><strong>Note:</strong> 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.</p><p></p><p>--------------------------------------------------------------------------</p><p></p><p></p><p><strong>You are welcome to propose a similar law enforcement structure for other races (dwarves, elves, etc.) and cultures (oriental, etc.).</strong></p></blockquote><p></p>
[QUOTE="Turanil, post: 1747160, member: 9646"] 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. -------------------------------------------------------------------------- [COLOR=Orange][B]HUMAN CITY LAW & MILITIA[/B][/COLOR] 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. [U]City Militia:[/U] [B]Guards conscripts[/B] (commoner lvl.2/ warriors lvl.1) [B]Guards regular[/B] (warriors lvl.2) [B]Sergeants[/B] (fighter lvl.3) [B]Provost[/B] (Fighter lvl.8) [B]Executioner[/B] (Thug lvl.6) [B]Civil servants[/B] (Expert lvl.3) [B]Bailiff[/B] (UA Expert lvl.8) -------------------------------------------------------------------------- #18 - [COLOR=Yellow][B]MILITIAMAN (CONSCRIPT)[/B][/COLOR] [B]Commoner/Warrior 3rd Level[/B]; 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). [U]Alignment[/U]: usually N (willing to do what is right, but not endanger their life). [B]Militiaman - conscript:[/B] Human, Commoner 2nd-lvl./ Warrior 1st-lvl. [B]Combat:[/B] 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). [B]Saves:[/B] Fort +3, Ref +1, Will +0. [B]Abilities:[/B] Str 11 (+0), Dex 12 (+1), Con 12 (+1), Int 9 (–1), Wis 10 (+0), Cha 10 (+0). [B]Racial Traits:[/B] [I]Human[/I]: Bonus feat and skills (counted below). [B]Skills:[/B] Craft (any) +1, Handle animal +2, Listen +4, Profession (any) +3, and Spot +4. [B]Feats and Powers:[/B] Alertness, Point blank shot, Toughness. [B]Equipment:[/B] Sturdy clothing, studded leather armor, halberd, dagger, and light crossbow (+15 quarrels). [B]Note:[/B] (*) halberds can be used to make trip attacks. -------------------------------------------------------------------------- #19 - [COLOR=Yellow][B]MILITIAMAN (REGULAR)[/B][/COLOR] [B]Warrior 2nd Level[/B]; 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). [U]Alignment[/U]: varies, but usually LN or LE (obey orders and do not think by themselves). [B]Militiaman - regular:[/B] Human, Warrior 2nd-lvl. [B]Combat:[/B] 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). [B]Saves:[/B] Fort +3, Ref +1, Will +0. [B]Abilities:[/B] Str 13 (+1), Dex 12 (+1), Con 13 (+1), Int 9 (–1), Wis 10 (+0), Cha 9 (–1). [B]Racial Traits:[/B] [I]Human[/I]: Bonus feat and skills (counted below). [B]Skills:[/B] Handle animal +2, Intimidate +3, Ride +4. [B]Feats and Powers:[/B] Point blank shot, Toughness. [B]Equipment:[/B] Sturdy clothing, chainmail, halberd, shortsword, dagger, and light crossbow (+15 quarrels). [B]Note:[/B] (*) halberds can be used to make trip attacks. -------------------------------------------------------------------------- #20 - [COLOR=Yellow][B]MILITIAMAN (SERGEANT)[/B][/COLOR] [B]Fighter 3rd Level[/B]; 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). [U]Alignment[/U]: LN (abide to the letter of the law, doesn't interpret it according to the circumstances.) [B] Sergeant Guard:[/B] Human, Fighter 3rd-lvl. [B]Combat:[/B] 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). [B]Saves:[/B] Fort +5, Ref +2, Will +1. [B]Abilities:[/B] Str 14 (+2), Dex 12 (+1), Con 14 (+2), Int 11 (+0), Wis 10 (+0), Cha 12 (+1). [B]Racial Traits:[/B] [I]Human[/I]: Bonus feat and skills (counted below). [B]Skills:[/B] Gather information +4, Handle animal +3, Listen +4, Ride +3, Spot +4. [B]Feats and Powers:[/B] Alertness, Iron will, Point blank shot, Toughness, Weapon focus (longsword). [B]Equipment:[/B] Sturdy clothing, chainmail, longsword, dagger, and light crossbow (+15 quarrels). -------------------------------------------------------------------------- #21 - [COLOR=Yellow][B]GUARDS CAPTAIN (PROVOST)[/B][/COLOR] [B]Fighter 8th Level[/B]; 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). [U]Alignment[/U]: 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). [B] Guards Captain:[/B] Human, Fighter 8th-lvl. [B]Combat:[/B] 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). [B]Saves:[/B] Fort +7, Ref +3, Will +5. [B]Abilities:[/B] Str 14 (+2), Dex 12 (+1), Con 13 (+1), Int 14 (+2), Wis 12 (+1), Cha 15 (+2). [B]Racial Traits:[/B] [I]Human[/I]: Bonus feat and skills (counted below). [B]Skills:[/B] Diplomacy +5, Gather information +6, Intimidate +5, Knowledge (local) +7, Listen +8, Ride +6, Spot +8. [B]Feats and Powers:[/B] Alertness, Improved critical (longsword), Improved initiative (+4), Iron Will, Leadership, Point blank shot, Weapon focus & specialization (longsword). [B]Equipment:[/B] Sturdy clothing, Half-plate +2, longsword +2, light crossbow, dagger. [B]Note:[/B] an -------------------------------------------------------------------------- #22 - [COLOR=Yellow][B]EXECUTIONER[/B][/COLOR] [B]Thug 5th Level[/B]; 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). [U]Alignment[/U]: LE (doesn't care for the suffering of others, and may even enjoy it. However, only kills and torture as ordered by the magistrates). [B]Executioner:[/B] Human, Thug 5th-lvl. [B]Combat:[/B] 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). [B]Saves:[/B] Fort +5, Ref +2, Will +1. [B]Abilities:[/B] Str 16 (+3), Dex 13 (+1), Con 13 (+1), Int 9 (–1), Wis 10 (+0), Cha 7 (–2). [B]Racial Traits:[/B] [I]Human[/I]: Bonus feat and skills (counted below). [B]Skills:[/B] Craft (torture) +10, Intimidate +8, Profession (executioner) +4, Use rope +5. [B]Feats and Powers:[/B] Power attack, Skill focus (Craft: torture), Weapon focus (greataxe); Sneak attack (+3d6). [B]Equipment:[/B] Sturdy clothing, greataxe (only used for beheading convicts), light hammer (essentially used as tool, occasionally as weapon), leather armor, black hood. [B]Note:[/B] 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.] -------------------------------------------------------------------------- #23 - [COLOR=Yellow][B]CIVIL SERVANTS[/B][/COLOR] [B]Expert 3rd Level[/B]; 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). [U]Alignment[/U]: 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). [B]Entry's name:[/B] Human, Expert 3rd-lvl. [B]Combat:[/B] 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). [B]Saves:[/B] Fort +1, Ref +1, Will +6. [B]Abilities:[/B] Str 9 (–1), Dex 10 (+0), Con 10 (+0), Int 12 (+1), Wis 12 (+1), Cha 11 (+0). [B]Racial Traits:[/B] [I]Human[/I]: Bonus feat and skills (counted below). [B]Skills:[/B] 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. [B]Feats and Powers:[/B] (bonus counted above) Investigator, Iron will, Skill focus (Knowledge: local). [B]Equipment:[/B] Sturdy clothing, dagger. -------------------------------------------------------------------------- #24 - [COLOR=Yellow][B]BAILIFF[/B][/COLOR] [B]Expert 8th Level[/B]; 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). [U]Alignment[/U]: 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). [B]Bailiff:[/B] Human, Generic Expert 8th-lvl. [B]Combat:[/B] 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). [B]Saves:[/B] Fort +3, Ref +7, Will +10. [B]Abilities:[/B] Str 11 (+0), Dex 12 (+1), Con 12 (+1), Int 16 (+3), Wis 14 (+2), Cha 14 (+2). [B]Racial Traits:[/B] [I]Human[/I]: Bonus feat and skills (counted below). [B]Skills:[/B] 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. [B]Feats and Powers:[/B] (bonus counted above) Alertness, Investigator, Iron will, Negotiator, Skill focus (Knowledge: local), Skill focus (Gather information), Skill focus (Sense motive), Weapon focus (shortsword). [B]Equipment:[/B] Sturdy clothing, shortsword +2, bracers AC +6, ring of mind shielding. [B]Note:[/B] 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. -------------------------------------------------------------------------- [B]You are welcome to propose a similar law enforcement structure for other races (dwarves, elves, etc.) and cultures (oriental, etc.).[/B] [/QUOTE]
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