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[d20 / D&D 3.5] d100 NPCs Thread
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<blockquote data-quote="Turanil" data-source="post: 1792689" data-attributes="member: 9646"><p><span style="color: Orange"><strong>BEGGARS</strong></span></p><p></p><p>Beggars and others underprivileged people always pop up at some time or the other in urban adventures. Here are two kind of generic beggars.</p><p></p><p>--------------------------------------------------------------------------</p><p></p><p>#53 - <span style="color: Yellow"><strong>BEGGAR (VAGRANT)</strong></span></p><p><strong>Commoner 2nd level</strong>; DMG 3.5</p><p></p><p>Vagrants are at the pit-bottom of social hierarchy. They are even lower than vagabonds (see below), as the latter are still able to travel around and do what they can to survive, which is not the case of vagrants. Vagrants stink, suffer, have no hope, and could not have ambitions if they could grasp the concept. Their life is hell, but fortunately tends to be shorter than that of other people. Vagrants are unable to survive on their own, and can't but rely on others' charity. For that reason, they will be found begging in front of benevolent religions' temples, where the followers will give them a copper every now and then, and the clergy help them as they can. </p><p></p><p><u>Alignment</u>: CN, NE, CE (outcasts, often mean spirited and despaired)</p><p></p><p><strong>Vagrant:</strong> Human, Commoner 2nd-lvl.</p><p><strong>Combat:</strong> AC= 10 (touch 10, flat-footed 10); Hit-points: 5; Initiative: +0; Speed: 30 ft.; BAB +1, Grap +0; Atk: melee: +0 (1d6–1, 20/x2, club), ranged: +1 (1d6–1, 20/x2, club).</p><p><strong>Saves:</strong> Fort +2, Ref +0, Will –1.</p><p><strong>Abilities:</strong> Str 9 (–1), Dex 10 (+0), Con 10 (+0), Int 7 (–2), Wis 9 (–1), Cha 7 (–2).</p><p><strong>Racial Traits:</strong> <em>Human</em>: bonus feat and skills (counted below)</p><p><strong>Skills:</strong> Knowledge (local) +0 (2r), Spot +0 (1r).</p><p><strong>Feats and Powers:</strong> Great fortitude, Simple weapons proficiency.</p><p><strong>Equipment:</strong> Ragged and stinky clothing, club.</p><p><strong>Note:</strong> Vagrants beg some copper pieces, and sometimes know a few things about local urban life.</p><p></p><p>--------------------------------------------------------------------------</p><p></p><p>#54 - <span style="color: Yellow"><strong>BEGGAR (DRUNKARD)</strong></span></p><p><strong>Rogue 2nd level</strong>; PHB 3.5</p><p></p><p>The drunkard is a petty criminal of limited skills who sinks his life in bad wine and other cheap alcohol. As a result he has become a destitute whose only goal in life is to get one more drink. Without friends and despised by all, he nonetheless survives in selling whatever info he may get by, or sometimes perform some insignificant petty job for the thieves' guild or other villains. The drunkard has no dignity, no honor, and no ethic; he is reliable only when suitably scared and at the same time offered the prospect of a drink. Of course, he cannot be asked but something extremely simple, or would nonetheless fail to do anything.</p><p></p><p><u>Alignment</u>: CN, NE, CE (outcasts, often mean spirited and despaired)</p><p></p><p><strong>Vagabond:</strong> Half-orc, Rogue 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 +3; Atk: melee: +3 (1d6+2, 19-20/x2, shortsword), ranged: +1 (1d4+2, 19-20/x2, 10 ft., dagger).</p><p><strong>Saves:</strong> Fort +1, Ref +3, Will +0.</p><p><strong>Abilities:</strong> Str 14 (+2), Dex 10 (+0), Con 9 (–1), Int 10 (+0), Wis 7 (–2), Cha 6 (–2).</p><p><strong>Racial Traits:</strong> <em>Half-orc</em>: Darkvision 60 ft., orc-blood.</p><p><strong>Skills:</strong> Bluff +3, Gather information +3, Hide +5, Intimidate +3, Knowledge (local) +5, Move silently +5, Search +5, Sleight of hands +5.</p><p> <strong>Feats and Powers:</strong> Great fortitude; Evasion, Sneak attack +1d6, Trapfinding.</p><p><strong>Equipment:</strong> Ragged and stinky clothing, shortsword, dagger.</p><p><strong>Note:</strong> When drunk, the character gets a –1 to –4 penalty to all his rolls (according to the degree of his drunkenness).</p><p></p><p>--------------------------------------------------------------------------</p><p></p><p>#55 - <span style="color: Yellow"><strong>VAGABOND</strong></span></p><p><strong>Commoner 4th level</strong>; DMG 3.5</p><p></p><p>Vagabonds are your typical wandering destitute, a hobo and beggar on the road. However, since life is harder in a fantasy world than in a modern one, the vagabond's life is even more difficult. Hence, only the strongest will survive, which in turns means a slightly higher level than more regular commoners. As wanderers, vagabonds have learned to rely on their own in nature, and supplement this by begging and stealing whatever they can in communities. Vagabonds rarely remain in one place, preferring to wander from one place to another, being most of the time solitary outcasts without ties nor family.</p><p></p><p><u>Alignment</u>: CN, NE, CE (outcasts, often mean spirited and despaired)</p><p></p><p><strong>Vagabond:</strong> Human, Commoner 4th-lvl.</p><p><strong>Combat:</strong> AC= 10 (touch 10, flat-footed 10); Hit-points: 14; Initiative: +0; Speed: 30 ft.; BAB +2, Grap +2; Atk: melee: +2 (1d6 20/x2, club), ranged: +2 (1d6 20/x2, club).</p><p><strong>Saves:</strong> Fort +4, Ref +1, Will +1.</p><p><strong>Abilities:</strong> Str 10 (+0), Dex 10 (+0), Con 13 (+1), Int 9 (–1), Wis 10 (+0), Cha 8 (–1).</p><p><strong>Racial Traits:</strong> <em>Human</em>: bonus feat and skills (counted below)</p><p><strong>Skills:</strong> Hide +5, Sleight of hands +3, Survival +5.</p><p><strong>Feats and Powers:</strong> Great fortitude, Skill focus (hide), Skill focus (survival).</p><p><strong>Equipment:</strong> Ragged and stinky clothing, club.</p><p><strong>Note:</strong> Vagabonds normally survive in getting out of the way of trouble, so will almost never attack powerful looking individuals unless outnumbering them greatly. </p><p></p><p>--------------------------------------------------------------------------</p></blockquote><p></p>
[QUOTE="Turanil, post: 1792689, member: 9646"] [COLOR=Orange][B]BEGGARS[/B][/COLOR] Beggars and others underprivileged people always pop up at some time or the other in urban adventures. Here are two kind of generic beggars. -------------------------------------------------------------------------- #53 - [COLOR=Yellow][B]BEGGAR (VAGRANT)[/B][/COLOR] [B]Commoner 2nd level[/B]; DMG 3.5 Vagrants are at the pit-bottom of social hierarchy. They are even lower than vagabonds (see below), as the latter are still able to travel around and do what they can to survive, which is not the case of vagrants. Vagrants stink, suffer, have no hope, and could not have ambitions if they could grasp the concept. Their life is hell, but fortunately tends to be shorter than that of other people. Vagrants are unable to survive on their own, and can't but rely on others' charity. For that reason, they will be found begging in front of benevolent religions' temples, where the followers will give them a copper every now and then, and the clergy help them as they can. [U]Alignment[/U]: CN, NE, CE (outcasts, often mean spirited and despaired) [B]Vagrant:[/B] Human, Commoner 2nd-lvl. [B]Combat:[/B] AC= 10 (touch 10, flat-footed 10); Hit-points: 5; Initiative: +0; Speed: 30 ft.; BAB +1, Grap +0; Atk: melee: +0 (1d6–1, 20/x2, club), ranged: +1 (1d6–1, 20/x2, club). [B]Saves:[/B] Fort +2, Ref +0, Will –1. [B]Abilities:[/B] Str 9 (–1), Dex 10 (+0), Con 10 (+0), Int 7 (–2), Wis 9 (–1), Cha 7 (–2). [B]Racial Traits:[/B] [I]Human[/I]: bonus feat and skills (counted below) [B]Skills:[/B] Knowledge (local) +0 (2r), Spot +0 (1r). [B]Feats and Powers:[/B] Great fortitude, Simple weapons proficiency. [B]Equipment:[/B] Ragged and stinky clothing, club. [B]Note:[/B] Vagrants beg some copper pieces, and sometimes know a few things about local urban life. -------------------------------------------------------------------------- #54 - [COLOR=Yellow][B]BEGGAR (DRUNKARD)[/B][/COLOR] [B]Rogue 2nd level[/B]; PHB 3.5 The drunkard is a petty criminal of limited skills who sinks his life in bad wine and other cheap alcohol. As a result he has become a destitute whose only goal in life is to get one more drink. Without friends and despised by all, he nonetheless survives in selling whatever info he may get by, or sometimes perform some insignificant petty job for the thieves' guild or other villains. The drunkard has no dignity, no honor, and no ethic; he is reliable only when suitably scared and at the same time offered the prospect of a drink. Of course, he cannot be asked but something extremely simple, or would nonetheless fail to do anything. [U]Alignment[/U]: CN, NE, CE (outcasts, often mean spirited and despaired) [B]Vagabond:[/B] Half-orc, Rogue 2nd-lvl. [B]Combat:[/B] AC= 10 (touch 10, flat-footed 10); Hit-points: 8; Initiative: +0; Speed: 30 ft.; BAB +1, Grap +3; Atk: melee: +3 (1d6+2, 19-20/x2, shortsword), ranged: +1 (1d4+2, 19-20/x2, 10 ft., dagger). [B]Saves:[/B] Fort +1, Ref +3, Will +0. [B]Abilities:[/B] Str 14 (+2), Dex 10 (+0), Con 9 (–1), Int 10 (+0), Wis 7 (–2), Cha 6 (–2). [B]Racial Traits:[/B] [I]Half-orc[/I]: Darkvision 60 ft., orc-blood. [B]Skills:[/B] Bluff +3, Gather information +3, Hide +5, Intimidate +3, Knowledge (local) +5, Move silently +5, Search +5, Sleight of hands +5. [B]Feats and Powers:[/B] Great fortitude; Evasion, Sneak attack +1d6, Trapfinding. [B]Equipment:[/B] Ragged and stinky clothing, shortsword, dagger. [B]Note:[/B] When drunk, the character gets a –1 to –4 penalty to all his rolls (according to the degree of his drunkenness). -------------------------------------------------------------------------- #55 - [COLOR=Yellow][B]VAGABOND[/B][/COLOR] [B]Commoner 4th level[/B]; DMG 3.5 Vagabonds are your typical wandering destitute, a hobo and beggar on the road. However, since life is harder in a fantasy world than in a modern one, the vagabond's life is even more difficult. Hence, only the strongest will survive, which in turns means a slightly higher level than more regular commoners. As wanderers, vagabonds have learned to rely on their own in nature, and supplement this by begging and stealing whatever they can in communities. Vagabonds rarely remain in one place, preferring to wander from one place to another, being most of the time solitary outcasts without ties nor family. [U]Alignment[/U]: CN, NE, CE (outcasts, often mean spirited and despaired) [B]Vagabond:[/B] Human, Commoner 4th-lvl. [B]Combat:[/B] AC= 10 (touch 10, flat-footed 10); Hit-points: 14; Initiative: +0; Speed: 30 ft.; BAB +2, Grap +2; Atk: melee: +2 (1d6 20/x2, club), ranged: +2 (1d6 20/x2, club). [B]Saves:[/B] Fort +4, Ref +1, Will +1. [B]Abilities:[/B] Str 10 (+0), Dex 10 (+0), Con 13 (+1), Int 9 (–1), Wis 10 (+0), Cha 8 (–1). [B]Racial Traits:[/B] [I]Human[/I]: bonus feat and skills (counted below) [B]Skills:[/B] Hide +5, Sleight of hands +3, Survival +5. [B]Feats and Powers:[/B] Great fortitude, Skill focus (hide), Skill focus (survival). [B]Equipment:[/B] Ragged and stinky clothing, club. [B]Note:[/B] Vagabonds normally survive in getting out of the way of trouble, so will almost never attack powerful looking individuals unless outnumbering them greatly. -------------------------------------------------------------------------- [/QUOTE]
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