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[d20 / D&D 3.5] d100 NPCs Thread
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<blockquote data-quote="Turanil" data-source="post: 1782306" data-attributes="member: 9646"><p>I got the idea for these NPCs today, in noticing a guy in the street, who had a mean and stupid look, while keeping on his face a (seemingly) perpetual sneer of aggressiveness and arrogance. Unfortunately it's not an uncommon sight at all, in the part of the town I live in… :/</p><p></p><p>--------------------------------------------------------------------------</p><p></p><p>#42 - <span style="color: Yellow"><strong>COMMONER BULLY</strong></span></p><p><strong>Commoner 6th level</strong>; DMG 3.5</p><p></p><p>The commoner bully is an everyday life villain. Probably a peasant or a mine's / factory's foreman, he reigns upon others by sheer brute force. The primary victims of his brutality usually are his own family. The bully is the ultimate egoist who wants everything and everyone caters to his caprices and desires, but not only doesn't care about others, but also delights in harming and humiliating them. Note however, that the commoner bully is a coward at heart who quickly turns obsequious when confronted with the authority or powerful looking strangers. The commoner bully is usually recognizable by his arrogant and brutish face (Sense motive DC = 15), even when behaving obsequiously with anyone who might be stronger than himself (which can be pretty everyone but his own family victims).</p><p></p><p><u>Alignment</u>: LE (makes himself obeyed and feared through bullying, but fearful of those stronger than himself)</p><p></p><p><strong>Commoner Bully:</strong> Human, Commoner 6th-lvl.</p><p><strong>Combat:</strong> AC= 10 (touch 10, flat-footed 10); Hit-points: 30; Initiative: +0; Speed: 30 ft.; BAB +3, Grap +5; Atk: melee: +5 (1d6+2, 20/x2, club), ranged: +3 (1d6+2, 20/x2, 10 ft., club).</p><p><strong>Saves:</strong> Fort +4, Ref +2, Will +1.</p><p><strong>Abilities:</strong> Str 15 (+2), Dex 10 (+0), Con 14 (+2), Int 9 (–1), Wis 8 (–1), 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) +4, Intimidate +7, Use ropes +5.</p><p><strong>Feats and Powers:</strong> Improved unarmed strike, Power attack, Skill focus (Intimidate), Toughness.</p><p><strong>Equipment:</strong> Peasant's outfit, club.</p><p><strong>Note:</strong> This villain probably even managed to get a magical potion or two, probably stolen, at DM's discretion.</p><p></p><p>--------------------------------------------------------------------------</p><p></p><p>#43 - <span style="color: Yellow"><strong>MALTREATED COMMONERS</strong></span></p><p><strong>Commoner 1st level</strong>; DMG 3.5</p><p></p><p>The maltreated commoners (typically the beaten wife, abused children, or exploited servants) have lived most of their life in fear, under the domination of the commoner bully (see above). As such, they were unable to develop any capacity of their own, and so remained poor victims barely able to fend off for themselves (so they are but 1st level for their entire life), toiling and suffering under the rule of their evil master.</p><p></p><p><u>Alignment</u>: N (has no real opinion of his own, neither real ethical or unethical tendencies)</p><p></p><p><strong>Maltreated Commoner:</strong> Human, Commoner 1st-lvl.</p><p><strong>Combat:</strong> AC= 10 (touch 10, flat-footed 10); Hit-points: 3; Initiative: +0; Speed: 30 ft.; BAB +0, Grap –1; Atk*: melee: –1 (1d6–1, 20/x2, club), ranged: +0 (1d6–1, 20/x2, 10 ft., club).</p><p><strong>Saves:</strong> Fort +4, Ref +2, Will +1.</p><p><strong>Abilities:</strong> Str 9 (–1), Dex 10 (+0), Con 11 (+0), 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> Craft (any) +3, Hide +5, Listen +2, Spot +2.</p><p><strong>Feats and Powers:</strong> Alertness, Skill focus (Hide).</p><p><strong>Equipment:</strong> Peasant's outfit.</p><p><strong>Note:</strong> (*) These people never fight, being too feeble or afraid for that; nonetheless, they would use clubs in the extremely rare case where they would be obliged to fight.</p><p></p><p>--------------------------------------------------------------------------</p></blockquote><p></p>
[QUOTE="Turanil, post: 1782306, member: 9646"] I got the idea for these NPCs today, in noticing a guy in the street, who had a mean and stupid look, while keeping on his face a (seemingly) perpetual sneer of aggressiveness and arrogance. Unfortunately it's not an uncommon sight at all, in the part of the town I live in… :/ -------------------------------------------------------------------------- #42 - [COLOR=Yellow][B]COMMONER BULLY[/B][/COLOR] [B]Commoner 6th level[/B]; DMG 3.5 The commoner bully is an everyday life villain. Probably a peasant or a mine's / factory's foreman, he reigns upon others by sheer brute force. The primary victims of his brutality usually are his own family. The bully is the ultimate egoist who wants everything and everyone caters to his caprices and desires, but not only doesn't care about others, but also delights in harming and humiliating them. Note however, that the commoner bully is a coward at heart who quickly turns obsequious when confronted with the authority or powerful looking strangers. The commoner bully is usually recognizable by his arrogant and brutish face (Sense motive DC = 15), even when behaving obsequiously with anyone who might be stronger than himself (which can be pretty everyone but his own family victims). [U]Alignment[/U]: LE (makes himself obeyed and feared through bullying, but fearful of those stronger than himself) [B]Commoner Bully:[/B] Human, Commoner 6th-lvl. [B]Combat:[/B] AC= 10 (touch 10, flat-footed 10); Hit-points: 30; Initiative: +0; Speed: 30 ft.; BAB +3, Grap +5; Atk: melee: +5 (1d6+2, 20/x2, club), ranged: +3 (1d6+2, 20/x2, 10 ft., club). [B]Saves:[/B] Fort +4, Ref +2, Will +1. [B]Abilities:[/B] Str 15 (+2), Dex 10 (+0), Con 14 (+2), Int 9 (–1), Wis 8 (–1), Cha 10 (+0). [B]Racial Traits:[/B] [I]Human[/I]: bonus feat and skills (counted below) [B]Skills:[/B] Craft (any) +4, Intimidate +7, Use ropes +5. [B]Feats and Powers:[/B] Improved unarmed strike, Power attack, Skill focus (Intimidate), Toughness. [B]Equipment:[/B] Peasant's outfit, club. [B]Note:[/B] This villain probably even managed to get a magical potion or two, probably stolen, at DM's discretion. -------------------------------------------------------------------------- #43 - [COLOR=Yellow][B]MALTREATED COMMONERS[/B][/COLOR] [B]Commoner 1st level[/B]; DMG 3.5 The maltreated commoners (typically the beaten wife, abused children, or exploited servants) have lived most of their life in fear, under the domination of the commoner bully (see above). As such, they were unable to develop any capacity of their own, and so remained poor victims barely able to fend off for themselves (so they are but 1st level for their entire life), toiling and suffering under the rule of their evil master. [U]Alignment[/U]: N (has no real opinion of his own, neither real ethical or unethical tendencies) [B]Maltreated Commoner:[/B] Human, Commoner 1st-lvl. [B]Combat:[/B] AC= 10 (touch 10, flat-footed 10); Hit-points: 3; Initiative: +0; Speed: 30 ft.; BAB +0, Grap –1; Atk*: melee: –1 (1d6–1, 20/x2, club), ranged: +0 (1d6–1, 20/x2, 10 ft., club). [B]Saves:[/B] Fort +4, Ref +2, Will +1. [B]Abilities:[/B] Str 9 (–1), Dex 10 (+0), Con 11 (+0), 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] Craft (any) +3, Hide +5, Listen +2, Spot +2. [B]Feats and Powers:[/B] Alertness, Skill focus (Hide). [B]Equipment:[/B] Peasant's outfit. [B]Note:[/B] (*) These people never fight, being too feeble or afraid for that; nonetheless, they would use clubs in the extremely rare case where they would be obliged to fight. -------------------------------------------------------------------------- [/QUOTE]
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