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[d20 / D&D 3.5] d100 NPCs Thread
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<blockquote data-quote="Turanil" data-source="post: 1781747" data-attributes="member: 9646"><p>--------------------------------------------------------------------------</p><p></p><p>#40 - <span style="color: Yellow"><strong>INFORMANT - FIREBRAND</strong></span></p><p><strong>Expert 2nd level</strong>; DMG 3.5</p><p></p><p>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.</p><p></p><p><u>Alignment:</u> N (limited moral ethic, no ideas of their own, few ambitions)</p><p></p><p><strong>Informant - Firebrand:</strong> Human, Expert 2nd-lvl.</p><p><strong>Combat:</strong> 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).</p><p><strong>Saves:</strong> Fort +0, Ref +0, Will +3.</p><p><strong>Abilities:</strong> Str 10 (+0), Dex 10 (+0), Con 10 (+0), Int 11 (+0), Wis 11 (+0), Cha 14 (+2).</p><p><strong>Racial Traits:</strong> <em>Human</em>: Bonus feat and skills (counted below).</p><p><strong>Skills:</strong> Bluff +10, Diplomacy +9, Gather information +7, Knowledge (local) +5, Listen +5, Perform (orator) +7, Sense motive +7.</p><p><strong>Feats and Powers:</strong> Negotiator, Skill focus (bluff).</p><p><strong>Equipment:</strong> Clothing, dagger.</p><p></p><p>--------------------------------------------------------------------------</p><p></p><p>#41 - <span style="color: Yellow"><strong>AGITATOR (CON MAN)</strong></span></p><p><strong>Rogue 4th level</strong>; PHB 3.5</p><p></p><p>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.</p><p></p><p><u>Alignment:</u> CN (no morals nor ethics, revel in conning and manipulating people)</p><p></p><p><strong>Agitator (Con-Man):</strong> Human, Rogue 4th-lvl.</p><p><strong>Combat:</strong> 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).</p><p><strong>Saves:</strong> Fort +1, Ref +4, Will +2.</p><p><strong>Abilities:</strong> Str 10 (+0), Dex 11 (+0), Con 10 (+0), Int 13 (+1), Wis 12 (+1), Cha 16 (+3).</p><p><strong>Racial Traits:</strong> <em>Human</em>: Bonus feat and skills (counted below).</p><p><strong>Skills:</strong> Bluff +13, Diplomacy +12, Disguise +12, Forgery +10, Gather information +10, Intimidate +10, Knowledge (local) +8, Listen +8, Perform (orator) +10, Sense motive +10.</p><p><strong>Feats and Powers:</strong> Deceitful, Negotiator, Skill focus (bluff); Sneak attack +2d6, Trapfinding, Trap sense +1, Evasion, Uncanny dodge.</p><p><strong>Equipment:</strong> Clothing, shortsword, dagger.</p><p><strong>Note:</strong> 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.</p><p></p><p>--------------------------------------------------------------------------</p></blockquote><p></p>
[QUOTE="Turanil, post: 1781747, member: 9646"] -------------------------------------------------------------------------- #40 - [COLOR=Yellow][B]INFORMANT - FIREBRAND[/B][/COLOR] [B]Expert 2nd level[/B]; 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. [U]Alignment:[/U] N (limited moral ethic, no ideas of their own, few ambitions) [B]Informant - Firebrand:[/B] Human, Expert 2nd-lvl. [B]Combat:[/B] 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). [B]Saves:[/B] Fort +0, Ref +0, Will +3. [B]Abilities:[/B] Str 10 (+0), Dex 10 (+0), Con 10 (+0), Int 11 (+0), Wis 11 (+0), Cha 14 (+2). [B]Racial Traits:[/B] [I]Human[/I]: Bonus feat and skills (counted below). [B]Skills:[/B] Bluff +10, Diplomacy +9, Gather information +7, Knowledge (local) +5, Listen +5, Perform (orator) +7, Sense motive +7. [B]Feats and Powers:[/B] Negotiator, Skill focus (bluff). [B]Equipment:[/B] Clothing, dagger. -------------------------------------------------------------------------- #41 - [COLOR=Yellow][B]AGITATOR (CON MAN)[/B][/COLOR] [B]Rogue 4th level[/B]; 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. [U]Alignment:[/U] CN (no morals nor ethics, revel in conning and manipulating people) [B]Agitator (Con-Man):[/B] Human, Rogue 4th-lvl. [B]Combat:[/B] 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). [B]Saves:[/B] Fort +1, Ref +4, Will +2. [B]Abilities:[/B] Str 10 (+0), Dex 11 (+0), Con 10 (+0), Int 13 (+1), Wis 12 (+1), Cha 16 (+3). [B]Racial Traits:[/B] [I]Human[/I]: Bonus feat and skills (counted below). [B]Skills:[/B] Bluff +13, Diplomacy +12, Disguise +12, Forgery +10, Gather information +10, Intimidate +10, Knowledge (local) +8, Listen +8, Perform (orator) +10, Sense motive +10. [B]Feats and Powers:[/B] Deceitful, Negotiator, Skill focus (bluff); Sneak attack +2d6, Trapfinding, Trap sense +1, Evasion, Uncanny dodge. [B]Equipment:[/B] Clothing, shortsword, dagger. [B]Note:[/B] 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. -------------------------------------------------------------------------- [/QUOTE]
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