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[d20 / D&D 3.5] d100 NPCs Thread
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<blockquote data-quote="Turanil" data-source="post: 1792684" data-attributes="member: 9646"><p><span style="color: Orange"><strong>LESSER COMMONERS</strong></span></p><p></p><p>Here are a few commoners of lesser ambitions and experience (i.e.: of lesser levels). </p><p></p><p>--------------------------------------------------------------------------</p><p></p><p>#49 - <span style="color: Yellow"><strong>BARMAID (GENERIC)</strong></span></p><p><strong>Commoner 2nd level</strong>; DMG 3.5</p><p></p><p>This is a common barmaid found in most inns and taverns. She does her job well, knows how to be charming with the customers, and sometimes also knows a bit of rumors about the neighborhood.</p><p></p><p><u>Alignment:</u> Any, but typically LN or N (basic bland citizen).</p><p></p><p><strong>Barmaid:</strong> Human, Commoner 2nd-lvl.</p><p><strong>Combat:</strong> AC= 11 (touch 11, flat-footed 10); Hit-points: 5; Initiative: +0; Speed: 30 ft.; BAB +1, Grap +1; Atk: melee: +1 (1d4, 19-20/x2, dagger*), ranged: +2 (1d4, 19-20/x2, 10 ft., dagger*).</p><p><strong>Saves:</strong> Fort +0, Ref +3, Will –1.</p><p><strong>Abilities:</strong> Str 10 (+0), Dex 12 (+1), Con 10 (+0), Int 9 (–1), Wis 9 (–1), 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) +5, Diplomacy +3, Knowledge (local) +1.</p><p><strong>Feats and Powers:</strong> Lightning reflexes, Skill focus (craft).</p><p><strong>Equipment:</strong> Clothing, dagger*.</p><p><strong>Note:</strong> (*) the dagger is given just in case, but most of the time barmaids don't fight and don't have weapons.</p><p></p><p>--------------------------------------------------------------------------</p><p></p><p>#50 - <span style="color: Yellow"><strong>DOMESTIC</strong></span></p><p><strong>Commoner 2nd level</strong>; DMG 3.5</p><p></p><p>Domestics are found in wealthy people's households. For PCs they will often appear more like an annoyance than anything else. That is, they are almost always incompetent, yet always good at giving excuses and telling you how well they performed. Then, they are obsequious and seem to spend their time listening to your conversations from behind the door instead of working.</p><p></p><p><u>Alignment:</u> Any, but typically LN or N (basic bland citizen).</p><p></p><p><strong>Domestic:</strong> Human, Commoner 2nd-lvl.</p><p><strong>Combat:</strong> AC= 10 (touch 10, flat-footed 10); Hit-points: 7; 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 +1, Ref +0, Will +0.</p><p><strong>Abilities:</strong> Str 10 (+0), Dex 10 (+0), Con 12 (+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> Bluff +3, Diplomacy +1, Listen +7.</p><p><strong>Feats and Powers:</strong> Skill focus (bluff and listen).</p><p><strong>Equipment:</strong> Clothing, dagger.</p><p></p><p>--------------------------------------------------------------------------</p><p></p><p>#51 - <span style="color: Yellow"><strong>JOURNEYMAN</strong></span></p><p><strong>Commoner 3rd level</strong>; DMG 3.5</p><p></p><p>Journeymen are all manners of craftsmen who make a modest living by plying their trade. Often they are employees to artisans and merchants, at other times they own a modest workshop and sell their production to some merchants. Journeymen rarely have any preoccupation beyond that of supporting their family.</p><p></p><p><u>Alignment:</u> Any, but typically LN or N (basic bland citizen).</p><p></p><p><strong>Journeyman:</strong> Human, Commoner 3rd-lvl.</p><p><strong>Combat:</strong> AC= 11 (touch 11, flat-footed 10); Hit-points: 8; Initiative: +1; Speed: 30 ft.; BAB +1, Grap +1; Atk: melee: +1 (1d4, 19-20/x2, dagger), ranged: +2 (1d4, 19-20/x2, 10 ft., dagger).</p><p><strong>Saves:</strong> Fort +3, Ref +2, Will +1.</p><p><strong>Abilities:</strong> Str 10 (+0), Dex 12 (+1), Con 11 (+0), Int 10 (+0), Wis 11 (+0), Cha 10 (+0).</p><p><strong>Racial Traits:</strong> <em>Human</em>: Bonus feat and skills (counted below).</p><p><strong>Skills:</strong> Appraise +3, Craft (any) +9, Handle animal +2, Spot +2, Use rope +3. </p><p><strong>Feats and Powers:</strong> Endurance, Great fortitude, Skill focus (craft).</p><p><strong>Equipment:</strong> Clothing, dagger.</p><p></p><p>--------------------------------------------------------------------------</p><p></p><p>#52 - <span style="color: Yellow"><strong>SHOPKEEPER</strong></span></p><p><strong>Commoner 3rd level</strong>; DMG 3.5</p><p></p><p>Shopkeepers are all manners of tradesmen and humble peddlers who make a modest living in selling cheap everyday life's goods. Sometimes they are employees to artisans and merchants, while at other times they own a small shop and sell their goods to the neighborhood. Shopkeepers rarely have any preoccupation beyond that of supporting their family.</p><p></p><p><u>Alignment:</u> Any, but typically LN or N (basic bland citizen).</p><p></p><p><strong>Shopkeeper:</strong> Human, Commoner 3rd-lvl.</p><p><strong>Combat:</strong> AC= 10 (touch 10, flat-footed 10); Hit-points: 7; 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 +1, Ref +1, Will +1.</p><p><strong>Abilities:</strong> Str 10 (+0), Dex 10 (+0), Con 10 (+0), Int 11 (+0), 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 +5, Bluff +6, Diplomacy +5, Knowledge (local) +1, Sense motive +4.</p><p><strong>Feats and Powers:</strong> Negotiator, Skill focus (appraise and bluff).</p><p><strong>Equipment:</strong> Clothing, dagger.</p><p></p><p>--------------------------------------------------------------------------</p></blockquote><p></p>
[QUOTE="Turanil, post: 1792684, member: 9646"] [COLOR=Orange][B]LESSER COMMONERS[/B][/COLOR] Here are a few commoners of lesser ambitions and experience (i.e.: of lesser levels). -------------------------------------------------------------------------- #49 - [COLOR=Yellow][B]BARMAID (GENERIC)[/B][/COLOR] [B]Commoner 2nd level[/B]; DMG 3.5 This is a common barmaid found in most inns and taverns. She does her job well, knows how to be charming with the customers, and sometimes also knows a bit of rumors about the neighborhood. [U]Alignment:[/U] Any, but typically LN or N (basic bland citizen). [B]Barmaid:[/B] Human, Commoner 2nd-lvl. [B]Combat:[/B] AC= 11 (touch 11, flat-footed 10); Hit-points: 5; Initiative: +0; Speed: 30 ft.; BAB +1, Grap +1; Atk: melee: +1 (1d4, 19-20/x2, dagger*), ranged: +2 (1d4, 19-20/x2, 10 ft., dagger*). [B]Saves:[/B] Fort +0, Ref +3, Will –1. [B]Abilities:[/B] Str 10 (+0), Dex 12 (+1), Con 10 (+0), Int 9 (–1), Wis 9 (–1), Cha 13 (+1). [B]Racial Traits:[/B] [I]Human[/I]: Bonus feat and skills (counted below). [B]Skills:[/B] Craft (cooking) +5, Diplomacy +3, Knowledge (local) +1. [B]Feats and Powers:[/B] Lightning reflexes, Skill focus (craft). [B]Equipment:[/B] Clothing, dagger*. [B]Note:[/B] (*) the dagger is given just in case, but most of the time barmaids don't fight and don't have weapons. -------------------------------------------------------------------------- #50 - [COLOR=Yellow][B]DOMESTIC[/B][/COLOR] [B]Commoner 2nd level[/B]; DMG 3.5 Domestics are found in wealthy people's households. For PCs they will often appear more like an annoyance than anything else. That is, they are almost always incompetent, yet always good at giving excuses and telling you how well they performed. Then, they are obsequious and seem to spend their time listening to your conversations from behind the door instead of working. [U]Alignment:[/U] Any, but typically LN or N (basic bland citizen). [B]Domestic:[/B] Human, Commoner 2nd-lvl. [B]Combat:[/B] AC= 10 (touch 10, flat-footed 10); Hit-points: 7; 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 +1, Ref +0, Will +0. [B]Abilities:[/B] Str 10 (+0), Dex 10 (+0), Con 12 (+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] Bluff +3, Diplomacy +1, Listen +7. [B]Feats and Powers:[/B] Skill focus (bluff and listen). [B]Equipment:[/B] Clothing, dagger. -------------------------------------------------------------------------- #51 - [COLOR=Yellow][B]JOURNEYMAN[/B][/COLOR] [B]Commoner 3rd level[/B]; DMG 3.5 Journeymen are all manners of craftsmen who make a modest living by plying their trade. Often they are employees to artisans and merchants, at other times they own a modest workshop and sell their production to some merchants. Journeymen rarely have any preoccupation beyond that of supporting their family. [U]Alignment:[/U] Any, but typically LN or N (basic bland citizen). [B]Journeyman:[/B] Human, Commoner 3rd-lvl. [B]Combat:[/B] AC= 11 (touch 11, flat-footed 10); Hit-points: 8; Initiative: +1; Speed: 30 ft.; BAB +1, Grap +1; Atk: melee: +1 (1d4, 19-20/x2, dagger), ranged: +2 (1d4, 19-20/x2, 10 ft., dagger). [B]Saves:[/B] Fort +3, Ref +2, Will +1. [B]Abilities:[/B] Str 10 (+0), Dex 12 (+1), Con 11 (+0), Int 10 (+0), Wis 11 (+0), Cha 10 (+0). [B]Racial Traits:[/B] [I]Human[/I]: Bonus feat and skills (counted below). [B]Skills:[/B] Appraise +3, Craft (any) +9, Handle animal +2, Spot +2, Use rope +3. [B]Feats and Powers:[/B] Endurance, Great fortitude, Skill focus (craft). [B]Equipment:[/B] Clothing, dagger. -------------------------------------------------------------------------- #52 - [COLOR=Yellow][B]SHOPKEEPER[/B][/COLOR] [B]Commoner 3rd level[/B]; DMG 3.5 Shopkeepers are all manners of tradesmen and humble peddlers who make a modest living in selling cheap everyday life's goods. Sometimes they are employees to artisans and merchants, while at other times they own a small shop and sell their goods to the neighborhood. Shopkeepers rarely have any preoccupation beyond that of supporting their family. [U]Alignment:[/U] Any, but typically LN or N (basic bland citizen). [B]Shopkeeper:[/B] Human, Commoner 3rd-lvl. [B]Combat:[/B] AC= 10 (touch 10, flat-footed 10); Hit-points: 7; 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 +1, Ref +1, Will +1. [B]Abilities:[/B] Str 10 (+0), Dex 10 (+0), Con 10 (+0), Int 11 (+0), Wis 11 (+0), Cha 12 (+1). [B]Racial Traits:[/B] [I]Human[/I]: Bonus feat and skills (counted below). [B]Skills:[/B] Appraise +5, Bluff +6, Diplomacy +5, Knowledge (local) +1, Sense motive +4. [B]Feats and Powers:[/B] Negotiator, Skill focus (appraise and bluff). [B]Equipment:[/B] Clothing, dagger. -------------------------------------------------------------------------- [/QUOTE]
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