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[d20 / D&D 3.5] d100 NPCs Thread
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<blockquote data-quote="Turanil" data-source="post: 1792682" data-attributes="member: 9646"><p><span style="color: Orange"><strong>COMMONLY SOUGHT NPCs</strong></span></p><p></p><p>The following NPCs represent archetypes that PCs will come to deal with, at one point or another. The most commonly encountered professionals are generally the merchant or weaponsmith, when buying equipment, the healer when being wounded with no appropriate cleric in the vicinity, the sentinel in front of the palace's gate, and of course the bartender in the many tavern adventurers will pay a visit to.</p><p></p><p>--------------------------------------------------------------------------</p><p></p><p>#44 - <span style="color: Yellow"><strong>BARTENDER</strong></span></p><p><strong>Commoner 4th level</strong>; DMG 3.5</p><p></p><p>Bartenders are found in most inns and taverns. They not only serve food and drink to the patrons, but also speak with them, so at times may prove to be a valuable source of local information. </p><p></p><p><u>Alignment</u>: LN, N (neutral opinions)</p><p></p><p><strong>Bartender:</strong> Human, Commoner 4th-lvl.</p><p><strong>Combat:</strong> AC= 10 (touch 10, flat-footed 10); Hit-points: 10; Initiative: +0; Speed: 30 ft.; BAB +2, Grap +2; Atk: melee: +3 (1d6, 20/x2, club), ranged: +2 (1d8, 19-20/x2, 80 ft., light crossbow).</p><p><strong>Saves:</strong> Fort +1, Ref +1, Will +2.</p><p><strong>Abilities:</strong> Str 10 (+0), Dex 10 (+0), Con 10 (+0), Int 11 (+0), Wis 10 (+0), Cha 13 (+1).</p><p><strong>Racial Traits:</strong> <em>Human</em>: bonus feat and skills (counted below)</p><p><strong>Skills:</strong> Craft (cooking) +6, Listen +3, Profession (bartender) +6, Knowledge (local) +6.</p><p><strong>Feats and Powers:</strong> Simple weapons proficiency, Skill focus (knowledge - local), Weapon focus (club).</p><p><strong>Equipment:</strong> Simple clothes, club and light crossbow behind the counter.</p><p><strong>Note:</strong> Bartenders only fight to protect their business or their own life.</p><p></p><p>--------------------------------------------------------------------------</p><p></p><p>#45 - <span style="color: Yellow"><strong>HEALER</strong></span></p><p><strong>Expert/Adept 4th level</strong>; Source (PHB, Arcana Unearthed, etc.)</p><p></p><p>Healers are found in any communities, from small villages in the country to town and cities. The fact is that some people won't get to the priest when ill or wounded, for a variety of reasons (one of which being not of his devout followers); and in some cases there aren't priests around to provide healing. As such, there is always a need for a competent healer who does his job to make a living not as a way to propagate a religion. </p><p></p><p><u>Alignment</u>: NG, CG (typical benevolent character)</p><p></p><p><strong>Healer:</strong> Human, Expert 1st-lvl./ Adept 3rd-lvl.</p><p><strong>Combat:</strong> AC= 10 (touch 10, flat-footed 10); Hit-points: 14; Initiative: +0; Speed: 30 ft.; BAB +1, Grap +0; Atk: melee: +0 (1d4–1, 19-20/x2, dagger), ranged: +1 (1d4–1, 19-20/x2, 10 ft., dagger).</p><p><strong>Saves:</strong> Fort +3, Ref +1, Will +6. </p><p><strong>Abilities:</strong> Str 9 (–1), Dex 10 (+0), Con 11 (+0), Int 11 (+0), Wis 12 (+1), Cha 12 (+1).</p><p><strong>Racial Traits:</strong> <em>Human</em>: bonus feat and skills (counted below)</p><p><strong>Skills:</strong> Craft (medicines) +5, Diplomacy +4, Heal +11, Knowledge (local) +5, Knowledge (nature) +5, Profession (healer) +7, Sense motive +5.</p><p><strong>Feats and Powers:</strong> Brew potion, Great fortitude, Skill focus (heal). </p><p><strong>Spell:</strong> (Adept 13th-lvl.; Spells per day: 3 /3): <em>0-lvl.</em>: Cure minor wound (x2), Purify food and drink. <em>1st-lvl.</em>: Cure light wounds (x2), Sleep.</p><p><strong>Equipment:</strong> Peasant's outfit, dagger, medicine bag.</p><p><strong>Note:</strong> Healers use their Sleep spell to defend themselves when need be, but before all to help them keep their patients quiet when curing them. </p><p></p><p>--------------------------------------------------------------------------</p><p></p><p>#46 - <span style="color: Yellow"><strong>MERCHANT</strong></span></p><p><strong>Expert 4th level</strong>; DMG 3.5</p><p></p><p>This is your typical merchant that the PCs will come to at one time or another, to buy some equipment. This merchant is often an artisan with a few employees, who sell his own production, rather than a trader who travel to distant places, to buy goods that he will sell once back home.</p><p></p><p><u>Alignment</u>: LN (typical, well integrated citizen)</p><p></p><p><strong>Merchant:</strong> Human, Expert 4th-lvl.</p><p><strong>Combat:</strong> AC= 10 (touch 10, flat-footed 10); Hit-points: 14; Initiative: +0; Speed: 30 ft.; BAB +3, Grap +3; Atk: melee: +3 (1d6, 19-20/x2, shortsword), ranged: +3 (1d8, 19-20/x2, 80 ft., light crossbow).</p><p><strong>Saves:</strong> Fort +1, Ref +1, Will +6.</p><p><strong>Abilities:</strong> Str 10 (+0), Dex 10 (+0), Con 10 (+0), Int 13 (+1), 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> Appraise +8, Bluff +9, Craft (any) +8, Diplomacy +11, Handle animal +4, Knowledge (local) +8, Listen +2, Profession (merchant) +10, Sense motive +9, and Spot +3.</p><p><strong>Feats and Powers:</strong> Iron will, Negotiator, Skill focus (profession - merchant).</p><p><strong>Equipment:</strong> Good clothing, shortsword, light crossbow.</p><p></p><p>--------------------------------------------------------------------------</p><p></p><p>#47 - <span style="color: Yellow"><strong>SENTINEL</strong></span></p><p><strong>Warrior 4th level</strong>; DMG 3.5</p><p></p><p>Sentinels are men at arms whose job consist in guarding a place from attack and intrusion. As such, they typically spend their time standing still in front of a gate or slowly pacing a castle's walls, watching out for potential threats. Hence, even if they keep training with weapons, sentinels still have less military practice than typical soldiers or mercenaries (i.e.: of the fighter class, and focused on combat feats). Sentinels are nonetheless often chosen among relatively experienced militiamen, and thus could stand their ground in combat.</p><p></p><p><u>Alignment</u>: Any, but usually LN.</p><p></p><p><strong>Sentinel:</strong> Human, Warrior 4th-lvl.</p><p><strong>Combat:</strong> AC= 16 (touch 11, flat-footed 15); Hit-points: 26; Initiative: +0; Speed: 20 ft.; BAB +4, Grap +6; Atk: melee: +6 (1d10+2, 20/x3, halberd), ranged: +5 (1d8, 19-20/x2, 80 ft., 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 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> Listen +7, Intimidate +3, Ride +3, Spot +7.</p><p><strong>Feats and Powers:</strong> Alertness, Skill focus (listen and spot).</p><p><strong>Equipment:</strong> Sturdy clothes, chainmail, halberd, light crossbow.</p><p></p><p>--------------------------------------------------------------------------</p><p></p><p>#48 - <span style="color: Yellow"><strong>WEAPONSMITH</strong></span></p><p><strong>Expert/Warrior 4th level</strong>; DMG 3.5</p><p></p><p>This is your typical weaponsmith that the PCs will come to at one time or another, to buy weapons or get their armor repaired. This artisan is both a craftsman and merchant, not only skilled in his actual craft, but also in dealing with customers, bargaining and all. Manufacturing weapons and armors has them being somewhat proficient in their use, even if they aren't combatants.</p><p></p><p><u>Alignment</u>: LN (typical, well integrated citizen)</p><p></p><p><strong>Weaponsmith:</strong> Human, Expert 3rd-lvl/ Warrior 1st-lvl.</p><p><strong>Combat:</strong> AC= 12 (touch 10, flat-footed 12); Hit-points: 26; Initiative: +0; Speed: 30 ft.; BAB +3, Grap +5; Atk: melee: +5 (1d6+2, 19-20/x2, shortsword), ranged: +3 (1d4+2, 20/x2, 20 ft., light hammer).</p><p><strong>Saves:</strong> Fort +5, Ref +1, Will +3.</p><p><strong>Abilities:</strong> Str 14 (+2), Dex 10 (+0), Con 14 (+2), Int 13 (+1), Wis 11 (+0), Cha 12 (+1).</p><p><strong>Racial Traits:</strong> <em>Human</em>: bonus feat and skills (counted below).</p><p><strong>Skills:</strong> Appraise +7, Concentration +5, Craft (armorsmithing) +10, Craft (blacksmithing) +7, Craft (weaponsmithing) +7, Diplomacy +7, Handle animal +3, Heal +3, Intimidate +3, Profession (smith) +6, and Spot +6.</p><p><strong>Feats and Powers:</strong> Power attack, Skill focus (craft - weaponsmithing), Toughness.</p><p><strong>Equipment:</strong> Sturdy clothing, leather armor (in fact a work apron), hammer, shortsword.</p><p></p><p>--------------------------------------------------------------------------</p></blockquote><p></p>
[QUOTE="Turanil, post: 1792682, member: 9646"] [COLOR=Orange][B]COMMONLY SOUGHT NPCs[/B][/COLOR] The following NPCs represent archetypes that PCs will come to deal with, at one point or another. The most commonly encountered professionals are generally the merchant or weaponsmith, when buying equipment, the healer when being wounded with no appropriate cleric in the vicinity, the sentinel in front of the palace's gate, and of course the bartender in the many tavern adventurers will pay a visit to. -------------------------------------------------------------------------- #44 - [COLOR=Yellow][B]BARTENDER[/B][/COLOR] [B]Commoner 4th level[/B]; DMG 3.5 Bartenders are found in most inns and taverns. They not only serve food and drink to the patrons, but also speak with them, so at times may prove to be a valuable source of local information. [U]Alignment[/U]: LN, N (neutral opinions) [B]Bartender:[/B] Human, Commoner 4th-lvl. [B]Combat:[/B] AC= 10 (touch 10, flat-footed 10); Hit-points: 10; Initiative: +0; Speed: 30 ft.; BAB +2, Grap +2; Atk: melee: +3 (1d6, 20/x2, club), ranged: +2 (1d8, 19-20/x2, 80 ft., light crossbow). [B]Saves:[/B] Fort +1, Ref +1, Will +2. [B]Abilities:[/B] Str 10 (+0), Dex 10 (+0), Con 10 (+0), Int 11 (+0), Wis 10 (+0), Cha 13 (+1). [B]Racial Traits:[/B] [I]Human[/I]: bonus feat and skills (counted below) [B]Skills:[/B] Craft (cooking) +6, Listen +3, Profession (bartender) +6, Knowledge (local) +6. [B]Feats and Powers:[/B] Simple weapons proficiency, Skill focus (knowledge - local), Weapon focus (club). [B]Equipment:[/B] Simple clothes, club and light crossbow behind the counter. [B]Note:[/B] Bartenders only fight to protect their business or their own life. -------------------------------------------------------------------------- #45 - [COLOR=Yellow][B]HEALER[/B][/COLOR] [B]Expert/Adept 4th level[/B]; Source (PHB, Arcana Unearthed, etc.) Healers are found in any communities, from small villages in the country to town and cities. The fact is that some people won't get to the priest when ill or wounded, for a variety of reasons (one of which being not of his devout followers); and in some cases there aren't priests around to provide healing. As such, there is always a need for a competent healer who does his job to make a living not as a way to propagate a religion. [U]Alignment[/U]: NG, CG (typical benevolent character) [B]Healer:[/B] Human, Expert 1st-lvl./ Adept 3rd-lvl. [B]Combat:[/B] AC= 10 (touch 10, flat-footed 10); Hit-points: 14; Initiative: +0; Speed: 30 ft.; BAB +1, Grap +0; Atk: melee: +0 (1d4–1, 19-20/x2, dagger), ranged: +1 (1d4–1, 19-20/x2, 10 ft., dagger). [B]Saves:[/B] Fort +3, Ref +1, Will +6. [B]Abilities:[/B] Str 9 (–1), Dex 10 (+0), Con 11 (+0), Int 11 (+0), Wis 12 (+1), Cha 12 (+1). [B]Racial Traits:[/B] [I]Human[/I]: bonus feat and skills (counted below) [B]Skills:[/B] Craft (medicines) +5, Diplomacy +4, Heal +11, Knowledge (local) +5, Knowledge (nature) +5, Profession (healer) +7, Sense motive +5. [B]Feats and Powers:[/B] Brew potion, Great fortitude, Skill focus (heal). [B]Spell:[/B] (Adept 13th-lvl.; Spells per day: 3 /3): [I]0-lvl.[/I]: Cure minor wound (x2), Purify food and drink. [I]1st-lvl.[/I]: Cure light wounds (x2), Sleep. [B]Equipment:[/B] Peasant's outfit, dagger, medicine bag. [B]Note:[/B] Healers use their Sleep spell to defend themselves when need be, but before all to help them keep their patients quiet when curing them. -------------------------------------------------------------------------- #46 - [COLOR=Yellow][B]MERCHANT[/B][/COLOR] [B]Expert 4th level[/B]; DMG 3.5 This is your typical merchant that the PCs will come to at one time or another, to buy some equipment. This merchant is often an artisan with a few employees, who sell his own production, rather than a trader who travel to distant places, to buy goods that he will sell once back home. [U]Alignment[/U]: LN (typical, well integrated citizen) [B]Merchant:[/B] Human, Expert 4th-lvl. [B]Combat:[/B] AC= 10 (touch 10, flat-footed 10); Hit-points: 14; Initiative: +0; Speed: 30 ft.; BAB +3, Grap +3; Atk: melee: +3 (1d6, 19-20/x2, shortsword), ranged: +3 (1d8, 19-20/x2, 80 ft., light crossbow). [B]Saves:[/B] Fort +1, Ref +1, Will +6. [B]Abilities:[/B] Str 10 (+0), Dex 10 (+0), Con 10 (+0), Int 13 (+1), Wis 11 (+0), Cha 14 (+2). [B]Racial Traits:[/B] [I]Human[/I]: bonus feat and skills (counted below). [B]Skills:[/B] Appraise +8, Bluff +9, Craft (any) +8, Diplomacy +11, Handle animal +4, Knowledge (local) +8, Listen +2, Profession (merchant) +10, Sense motive +9, and Spot +3. [B]Feats and Powers:[/B] Iron will, Negotiator, Skill focus (profession - merchant). [B]Equipment:[/B] Good clothing, shortsword, light crossbow. -------------------------------------------------------------------------- #47 - [COLOR=Yellow][B]SENTINEL[/B][/COLOR] [B]Warrior 4th level[/B]; DMG 3.5 Sentinels are men at arms whose job consist in guarding a place from attack and intrusion. As such, they typically spend their time standing still in front of a gate or slowly pacing a castle's walls, watching out for potential threats. Hence, even if they keep training with weapons, sentinels still have less military practice than typical soldiers or mercenaries (i.e.: of the fighter class, and focused on combat feats). Sentinels are nonetheless often chosen among relatively experienced militiamen, and thus could stand their ground in combat. [U]Alignment[/U]: Any, but usually LN. [B]Sentinel:[/B] Human, Warrior 4th-lvl. [B]Combat:[/B] AC= 16 (touch 11, flat-footed 15); Hit-points: 26; Initiative: +0; Speed: 20 ft.; BAB +4, Grap +6; Atk: melee: +6 (1d10+2, 20/x3, halberd), ranged: +5 (1d8, 19-20/x2, 80 ft., light crossbow). [B]Saves:[/B] Fort +5, Ref +2, Will +1. [B]Abilities:[/B] Str 14 (+2), 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] Listen +7, Intimidate +3, Ride +3, Spot +7. [B]Feats and Powers:[/B] Alertness, Skill focus (listen and spot). [B]Equipment:[/B] Sturdy clothes, chainmail, halberd, light crossbow. -------------------------------------------------------------------------- #48 - [COLOR=Yellow][B]WEAPONSMITH[/B][/COLOR] [B]Expert/Warrior 4th level[/B]; DMG 3.5 This is your typical weaponsmith that the PCs will come to at one time or another, to buy weapons or get their armor repaired. This artisan is both a craftsman and merchant, not only skilled in his actual craft, but also in dealing with customers, bargaining and all. Manufacturing weapons and armors has them being somewhat proficient in their use, even if they aren't combatants. [U]Alignment[/U]: LN (typical, well integrated citizen) [B]Weaponsmith:[/B] Human, Expert 3rd-lvl/ Warrior 1st-lvl. [B]Combat:[/B] AC= 12 (touch 10, flat-footed 12); Hit-points: 26; Initiative: +0; Speed: 30 ft.; BAB +3, Grap +5; Atk: melee: +5 (1d6+2, 19-20/x2, shortsword), ranged: +3 (1d4+2, 20/x2, 20 ft., light hammer). [B]Saves:[/B] Fort +5, Ref +1, Will +3. [B]Abilities:[/B] Str 14 (+2), Dex 10 (+0), Con 14 (+2), Int 13 (+1), Wis 11 (+0), Cha 12 (+1). [B]Racial Traits:[/B] [I]Human[/I]: bonus feat and skills (counted below). [B]Skills:[/B] Appraise +7, Concentration +5, Craft (armorsmithing) +10, Craft (blacksmithing) +7, Craft (weaponsmithing) +7, Diplomacy +7, Handle animal +3, Heal +3, Intimidate +3, Profession (smith) +6, and Spot +6. [B]Feats and Powers:[/B] Power attack, Skill focus (craft - weaponsmithing), Toughness. [B]Equipment:[/B] Sturdy clothing, leather armor (in fact a work apron), hammer, shortsword. -------------------------------------------------------------------------- [/QUOTE]
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