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[d20 / D&D 3.5] d100 NPCs Thread
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<blockquote data-quote="Turanil" data-source="post: 1794635" data-attributes="member: 9646"><p><span style="color: Orange"><strong>VERY HIGH LEVEL BASIC NPCs</strong></span></p><p></p><p>A thread I did read in the General Discussion forum enticed me to create very high level NPCs classes, such as 17th level commoners and the like. The fact is, usually I find ludicrous the mere idea of a 17th commoner (the class) for instance (it's more tolerable when it is a 17th level aristocrat or expert though…). Commoners (the class) are basic people of little abilities and few ambitions, and as such in theory shouldn't exceed the 5th or 6th level. In fact, in my campaign, it even goes to the extent that, say, a 3rd level warrior who remains a professional soldier spending his life on battlefields, will eventually not only gain levels, but also upgrade to the fighter class. However, as written the NPC classes authorize up to 20 levels, and as such I tried to find the rationale for how some characters of these classes would reach very high levels.</p><p></p><p>--------------------------------------------------------------------------</p><p></p><p>#56 - <span style="color: Yellow"><strong>THE ARMS MERCHANT</strong></span></p><p><strong>Expert/Warrior/Aristocrat 17th level</strong>; DMG 3.5</p><p></p><p>The arms merchant is a successful dwarf businessman who made his fortune in manufacturing and selling armors and weapons. As such he is a competent weaponsmith who also developed some fighting skills to help him create better weapons and armors, as well as defend his business. Then, with success came wealth and renown, so the rich dwarf climbed the social ladder and eventually belonged to the nobility. The arms merchant is the kind of guy one would have to deal with, if he was to equip an army with armors and weapons. Needless to say that this dwarf is not just a competent craftsman, but also a shrewd merchant.</p><p></p><p><u>Alignment</u>: LN (trustworthy dwarf businessman)</p><p></p><p><strong>Arms Merchant:</strong> Dwarf, Expert 7th-lvl/ Warrior 5th-lvl/ Aristocrat 5th-lvl.</p><p><strong>Combat:</strong> AC= 19 (touch 15, flat-footed 19); Hit-points: 104; Initiative: +0; Speed: 20 ft.; BAB +13/ +8/ +3, Grap +15; Atk: melee: +19/ +14/ +9 (1d6+5, 20/x2, light hammer +3), ranged: +17/ +12/ +7 (1d4+5, 20/x2, 20 ft., light hammer +3).</p><p><strong>Saves:</strong> Fort +9, Ref +4, Will +11. +2 saves vs. poison and spells / magic </p><p><strong>Abilities:</strong> Str 14 (+2), Dex 10 (+0), Con 14 (+2), Int 13 (+1), Wis 13 (+1), Cha 12 (+1).</p><p><strong>Racial Traits:</strong> <em>Dwarf</em>: Darkvision 60 ft., stonecunning, stability, resistance (see above), +1 combat vs. orcs, +4 AC vs. giants.</p><p><strong>Skills:</strong> Appraise +11 (+13 metal), Bluff +9, Craft (armorsmithing) +13, Craft (blacksmithing) +13, Craft (weaponsmithing) +13, Diplomacy +9, Gather information +7, Handle animal +6, Heal +3, Intimidate +9, Profession (smith) +16, Ride +4, Sense motive +9, and Spot +7.</p><p><strong>Feats and Powers:</strong> Leadership, Negotiator, Persuasive, Power attack, Skill focus (profession - smith), Weapon focus (light hammer).</p><p><strong>Equipment:</strong> Sturdy clothing, chain shirt +3, light hammer +3, ring +2 AC, ring of mind shielding.</p><p><strong>Note:</strong> The arms merchant is often accompanied by his cohort (a powerful dwarven defender), and has numerous underlings, all of whom are extremely loyal to him (i.e.: leadership feat).</p><p></p><p>--------------------------------------------------------------------------</p><p></p><p>#57 - <span style="color: Yellow"><strong>THE FABLED BARTENDER</strong></span></p><p><strong>Commoner 15th level</strong>; DMG 3.5</p><p></p><p>There is this much renown inn where adventurers and legendary NPCs are often met. As such, the aging bartender, who has been here for years, has seen many things and lived many incidents that were like minor adventures in themselves. So, the bartender eventually got much experienced, and become a small legend in his own right, despite having done nothing peculiar at all, and remained in his inn for all those years.</p><p></p><p><u>Alignment</u>: N (he has seen so many different people, that he now prefers to remain careful about what to believe and how to behave)</p><p></p><p><strong>Bartender:</strong> Human, Commoner 15th-lvl.</p><p><strong>Combat:</strong> AC= 10 (touch 10, flat-footed 10); Hit-points: 38; Initiative: +0; Speed: 30 ft.; BAB +7/ +2, Grap +9; Atk: melee: +7/ +2 (1d6, 20/x2, club), ranged: +10/ +5 (1d8, 19-20/x2, 80 ft., light crossbow).</p><p><strong>Saves:</strong> Fort +5, Ref +7, Will +7.</p><p><strong>Abilities:</strong> Str 10 (+0), Dex 14 (+2), Con 10 (+0), Int 13 (+1), Wis 10 (+0), Cha 15 (+2).</p><p><strong>Racial Traits:</strong> <em>Human</em>: bonus feat and skills (counted below)</p><p><strong>Skills:</strong> Craft (cooking) +11, Diplomacy +9, Handle animal +5, Listen +5, Profession (bartender) +12, Knowledge (arcana) +3, Knowledge (geography) +6, Knowledge (local) +10.</p><p><strong>Feats and Powers:</strong> Iron will, Simple weapons proficiency, Skill focus (knowledge - local), Weapon focus (light crossbow), Point blank shot, Precise shot.</p><p><strong>Equipment:</strong> Simple clothes, club and light crossbow behind the counter.</p><p><strong>Note:</strong> The bartender is used to fight with his crossbow from cover (usually behind the bar).</p><p></p><p>--------------------------------------------------------------------------</p><p></p><p>#58 - <span style="color: Yellow"><strong>THE DEDICATED SENTINEL</strong></span></p><p><strong>Warrior 15th level</strong>; DMG 3.5</p><p></p><p>This now aging half-orc is the most dedicated sentinel to have ever lived. In fact, he had been charmed by his spellcaster employer to become extremely serious about his job, and so this character spent his time training as he could in weapon practice during his watch. Furthermore, his employer summoned creatures everyday and sent them against the sentinel so he would remain on his guard and get further training. As such, the half-orc became an extremely effective sentinel, even if he is not a true soldier or mercenary (i.e.: of the fighter class) trained in actual battlefield combat and warrior war tactics (i.e.: focusing on combat feats).</p><p></p><p><u>Alignment</u>: LN (extremely reliable and stubborn sentinel who cannot be bribed). </p><p></p><p><strong>Bodyguard:</strong> Half orc, Warrior 15th-lvl.</p><p><strong>Combat:</strong> AC= 18 (touch 13, flat-footed 17); Hit-points: 100; Initiative: +1; Speed: 20 ft.; BAB +15/ +10/ +5, Grap +18; Atk: melee: +20/ +15/ +10 (1d10+5, 19-20/x3, halberd +2 keen), melee +19/ +14/ +9 (1d6+4, 19-20/x2, shortsword +1), ranged: +16/ +11/ +6 (1d8, 19-20/x2, 80 ft., light crossbow).</p><p><strong>Saves:</strong> Fort +11, Ref +6, Will +6.</p><p><strong>Abilities:</strong> Str 17 (+3), Dex 13 (+1), Con 15 (+2), Int 9 (–1), Wis 8 (–1), Cha 8 (–1).</p><p><strong>Racial Traits:</strong> <em>Half orc</em>: Darkvision, orc blood.</p><p><strong>Skills:</strong> Intimidate +1, Listen +8, Spot +8.</p><p><strong>Feats and Powers:</strong> Alertness, Combat expertise, Iron will, Skill focus (listen and spot), Power attack, Cleave.</p><p><strong>Equipment:</strong> Sturdy clothes, chainmail +2, halberd +2 keen, shortsword +1, light crossbow.</p><p></p><p>--------------------------------------------------------------------------</p><p></p><p>#59 - <span style="color: Yellow"><strong>THE LUCKY VAGABOND</strong></span></p><p><strong>Commoner 18th level</strong>; DMG 3.5</p><p></p><p>This poor old vagabond never had any ambition beyond daily survival. Nonetheless, long ago he per chance found two magical items when some adventurer died and fell from a high wall in front of him. The vagabond just had the great idea to take his belonging then flee, and it's how he came by a ring of sustenance and a stone of good luck. The fact is, these two items greatly helped him survive for a so long time. Then, in the troubled land in which he remained for a so long time, always hiding and moving away from danger, he eventually acquired much experience, even if of a much narrow sort. As such, he became the highest level beggar in the world.</p><p></p><p><u>Alignment</u>: CN (a solitary outcast)</p><p></p><p><strong>Lucky Vagabond:</strong> Half-elf, Commoner 18th-lvl.</p><p><strong>Combat:</strong> AC= 10 (touch 10, flat-footed 10); Hit-points: 81; Initiative: +0; Speed: 30 ft.; BAB +9 /+4, Grap +9; Atk: melee: +9 /+4 (1d6, 20/x2, club), ranged: +9 /+4 (1d4, 19-20/x2, dagger).</p><p><strong>Saves:</strong> Fort +10, Ref +6, Will +7. Immunity to sleep effects, +2 vs. Enchantment magic.</p><p><strong>Abilities:</strong> 10 (+0), Dex 11 (+0), Con 14 (+2), Int 10 (+0), Wis 12 (+1), Cha 8 (–1).</p><p><strong>Racial Traits:</strong> <em>Half-elf</em>: Low light vision, Immunities (see above), Skill bonuses (counted below), elven blood.</p><p><strong>Skills:</strong> Climb +7, Heal +3, Hide +9, Listen +11, Move silently +4, Profession (beggar) +4, Spot +7, Survival +8.</p><p><strong>Feats and Powers:</strong> Alertness, Great fortitude, Run, Self sufficient, Skill focus (hide, survival), Stealthy.</p><p><strong>Equipment:</strong> Ragged and stinky clothing, club, ring of sustenance, stone of good luck.</p><p><strong>Note:</strong> This character never attacks, only fight when unable to do otherwise, and will try to hide and escape anytime he could be confronted with danger. </p><p></p><p>--------------------------------------------------------------------------</p><p></p><p>#60 - <span style="color: Yellow"><strong>THE ELDER WISE-WOMAN</strong></span></p><p><strong>Expert/Adept 16th level</strong>; Source (PHB, Arcana Unearthed, etc.)</p><p></p><p>When she was young, the elder wise-woman discovered that she had been gifted with a talent for healing. Then, as she was much caring for others, and living in troubled times, she could but spend her time helping and healing people around. Then, over the years she became a much experienced and respected healer in her own community, and at old age is a renown character in her region.</p><p></p><p><u>Alignment</u>: NG (benevolent person willing to help, at least among her own community)</p><p></p><p><strong>Elder Wise-woman:</strong> Half-elf, Expert 3rd-lvl./ Adept 13th-lvl.</p><p><strong>Combat:</strong> AC= 10 (touch 10, flat-footed 10); Hit-points: 40; Initiative: +0; Speed: 30 ft.; BAB +8 /+3, Grap +7; Atk: melee: +7 /+2 (1d4–1, 19-20/x2, dagger), ranged: +8 /+3 (1d4–1, 19-20/x2, 10 ft., dagger).</p><p><strong>Saves:</strong> Fort +6, Ref +5, Will +14. Immunity to sleep effects, +2 vs. Enchantment magic.</p><p><strong>Abilities:</strong> Str 8 (–1), Dex 10 (+0), Con 9 (–1), Int 11 (+0), Wis 17 (+3), Cha 13 (+1).</p><p><strong>Racial Traits:</strong> <em>Half-elf</em>: Low light vision, Immunities (see above), Skill bonuses (counted below), elven blood.</p><p><strong>Skills:</strong> Craft (medicines) +12, Diplomacy +9, Heal +20, Knowledge (local) +12, Knowledge (nature) +12, Listen +4, Profession (healer) +12, Sense motive +9, Spot +4.</p><p><strong>Feats and Powers:</strong> Brew potion, Great fortitude, Skill focus (craft, heal, 2 knowledge skills). </p><p><strong>Spell:</strong> (Adept 13th-lvl.; Spells per day: 3/ 4/ 4/ 3/ 1): <em>0-lvl.</em>: Cure minor wound (x2), Purify food and drink. <em>1st-lvl.</em>: Cure light wounds (x3), Sleep. <em>2nd-lvl.</em>: Cure moderate wounds (x3), Invisibility. <em>3rd-lvl.</em>: Neutralize poison, Remove disease (x2). <em>4th-lvl.</em>: Restoration.</p><p><strong>Equipment:</strong> Peasant's outfit, dagger, medicine bag.</p><p><strong>Note:</strong> Healer use their Sleep spell to defend themselves when need be, but before all to help them keep their patients quiet when curing them. Invisibility is kept only as an emergency spell however.</p><p></p><p>--------------------------------------------------------------------------</p></blockquote><p></p>
[QUOTE="Turanil, post: 1794635, member: 9646"] [COLOR=Orange][B]VERY HIGH LEVEL BASIC NPCs[/B][/COLOR] A thread I did read in the General Discussion forum enticed me to create very high level NPCs classes, such as 17th level commoners and the like. The fact is, usually I find ludicrous the mere idea of a 17th commoner (the class) for instance (it's more tolerable when it is a 17th level aristocrat or expert though…). Commoners (the class) are basic people of little abilities and few ambitions, and as such in theory shouldn't exceed the 5th or 6th level. In fact, in my campaign, it even goes to the extent that, say, a 3rd level warrior who remains a professional soldier spending his life on battlefields, will eventually not only gain levels, but also upgrade to the fighter class. However, as written the NPC classes authorize up to 20 levels, and as such I tried to find the rationale for how some characters of these classes would reach very high levels. -------------------------------------------------------------------------- #56 - [COLOR=Yellow][B]THE ARMS MERCHANT[/B][/COLOR] [B]Expert/Warrior/Aristocrat 17th level[/B]; DMG 3.5 The arms merchant is a successful dwarf businessman who made his fortune in manufacturing and selling armors and weapons. As such he is a competent weaponsmith who also developed some fighting skills to help him create better weapons and armors, as well as defend his business. Then, with success came wealth and renown, so the rich dwarf climbed the social ladder and eventually belonged to the nobility. The arms merchant is the kind of guy one would have to deal with, if he was to equip an army with armors and weapons. Needless to say that this dwarf is not just a competent craftsman, but also a shrewd merchant. [U]Alignment[/U]: LN (trustworthy dwarf businessman) [B]Arms Merchant:[/B] Dwarf, Expert 7th-lvl/ Warrior 5th-lvl/ Aristocrat 5th-lvl. [B]Combat:[/B] AC= 19 (touch 15, flat-footed 19); Hit-points: 104; Initiative: +0; Speed: 20 ft.; BAB +13/ +8/ +3, Grap +15; Atk: melee: +19/ +14/ +9 (1d6+5, 20/x2, light hammer +3), ranged: +17/ +12/ +7 (1d4+5, 20/x2, 20 ft., light hammer +3). [B]Saves:[/B] Fort +9, Ref +4, Will +11. +2 saves vs. poison and spells / magic [B]Abilities:[/B] Str 14 (+2), Dex 10 (+0), Con 14 (+2), Int 13 (+1), Wis 13 (+1), Cha 12 (+1). [B]Racial Traits:[/B] [I]Dwarf[/I]: Darkvision 60 ft., stonecunning, stability, resistance (see above), +1 combat vs. orcs, +4 AC vs. giants. [B]Skills:[/B] Appraise +11 (+13 metal), Bluff +9, Craft (armorsmithing) +13, Craft (blacksmithing) +13, Craft (weaponsmithing) +13, Diplomacy +9, Gather information +7, Handle animal +6, Heal +3, Intimidate +9, Profession (smith) +16, Ride +4, Sense motive +9, and Spot +7. [B]Feats and Powers:[/B] Leadership, Negotiator, Persuasive, Power attack, Skill focus (profession - smith), Weapon focus (light hammer). [B]Equipment:[/B] Sturdy clothing, chain shirt +3, light hammer +3, ring +2 AC, ring of mind shielding. [B]Note:[/B] The arms merchant is often accompanied by his cohort (a powerful dwarven defender), and has numerous underlings, all of whom are extremely loyal to him (i.e.: leadership feat). -------------------------------------------------------------------------- #57 - [COLOR=Yellow][B]THE FABLED BARTENDER[/B][/COLOR] [B]Commoner 15th level[/B]; DMG 3.5 There is this much renown inn where adventurers and legendary NPCs are often met. As such, the aging bartender, who has been here for years, has seen many things and lived many incidents that were like minor adventures in themselves. So, the bartender eventually got much experienced, and become a small legend in his own right, despite having done nothing peculiar at all, and remained in his inn for all those years. [U]Alignment[/U]: N (he has seen so many different people, that he now prefers to remain careful about what to believe and how to behave) [B]Bartender:[/B] Human, Commoner 15th-lvl. [B]Combat:[/B] AC= 10 (touch 10, flat-footed 10); Hit-points: 38; Initiative: +0; Speed: 30 ft.; BAB +7/ +2, Grap +9; Atk: melee: +7/ +2 (1d6, 20/x2, club), ranged: +10/ +5 (1d8, 19-20/x2, 80 ft., light crossbow). [B]Saves:[/B] Fort +5, Ref +7, Will +7. [B]Abilities:[/B] Str 10 (+0), Dex 14 (+2), Con 10 (+0), Int 13 (+1), Wis 10 (+0), Cha 15 (+2). [B]Racial Traits:[/B] [I]Human[/I]: bonus feat and skills (counted below) [B]Skills:[/B] Craft (cooking) +11, Diplomacy +9, Handle animal +5, Listen +5, Profession (bartender) +12, Knowledge (arcana) +3, Knowledge (geography) +6, Knowledge (local) +10. [B]Feats and Powers:[/B] Iron will, Simple weapons proficiency, Skill focus (knowledge - local), Weapon focus (light crossbow), Point blank shot, Precise shot. [B]Equipment:[/B] Simple clothes, club and light crossbow behind the counter. [B]Note:[/B] The bartender is used to fight with his crossbow from cover (usually behind the bar). -------------------------------------------------------------------------- #58 - [COLOR=Yellow][B]THE DEDICATED SENTINEL[/B][/COLOR] [B]Warrior 15th level[/B]; DMG 3.5 This now aging half-orc is the most dedicated sentinel to have ever lived. In fact, he had been charmed by his spellcaster employer to become extremely serious about his job, and so this character spent his time training as he could in weapon practice during his watch. Furthermore, his employer summoned creatures everyday and sent them against the sentinel so he would remain on his guard and get further training. As such, the half-orc became an extremely effective sentinel, even if he is not a true soldier or mercenary (i.e.: of the fighter class) trained in actual battlefield combat and warrior war tactics (i.e.: focusing on combat feats). [U]Alignment[/U]: LN (extremely reliable and stubborn sentinel who cannot be bribed). [B]Bodyguard:[/B] Half orc, Warrior 15th-lvl. [B]Combat:[/B] AC= 18 (touch 13, flat-footed 17); Hit-points: 100; Initiative: +1; Speed: 20 ft.; BAB +15/ +10/ +5, Grap +18; Atk: melee: +20/ +15/ +10 (1d10+5, 19-20/x3, halberd +2 keen), melee +19/ +14/ +9 (1d6+4, 19-20/x2, shortsword +1), ranged: +16/ +11/ +6 (1d8, 19-20/x2, 80 ft., light crossbow). [B]Saves:[/B] Fort +11, Ref +6, Will +6. [B]Abilities:[/B] Str 17 (+3), Dex 13 (+1), Con 15 (+2), Int 9 (–1), Wis 8 (–1), Cha 8 (–1). [B]Racial Traits:[/B] [I]Half orc[/I]: Darkvision, orc blood. [B]Skills:[/B] Intimidate +1, Listen +8, Spot +8. [B]Feats and Powers:[/B] Alertness, Combat expertise, Iron will, Skill focus (listen and spot), Power attack, Cleave. [B]Equipment:[/B] Sturdy clothes, chainmail +2, halberd +2 keen, shortsword +1, light crossbow. -------------------------------------------------------------------------- #59 - [COLOR=Yellow][B]THE LUCKY VAGABOND[/B][/COLOR] [B]Commoner 18th level[/B]; DMG 3.5 This poor old vagabond never had any ambition beyond daily survival. Nonetheless, long ago he per chance found two magical items when some adventurer died and fell from a high wall in front of him. The vagabond just had the great idea to take his belonging then flee, and it's how he came by a ring of sustenance and a stone of good luck. The fact is, these two items greatly helped him survive for a so long time. Then, in the troubled land in which he remained for a so long time, always hiding and moving away from danger, he eventually acquired much experience, even if of a much narrow sort. As such, he became the highest level beggar in the world. [U]Alignment[/U]: CN (a solitary outcast) [B]Lucky Vagabond:[/B] Half-elf, Commoner 18th-lvl. [B]Combat:[/B] AC= 10 (touch 10, flat-footed 10); Hit-points: 81; Initiative: +0; Speed: 30 ft.; BAB +9 /+4, Grap +9; Atk: melee: +9 /+4 (1d6, 20/x2, club), ranged: +9 /+4 (1d4, 19-20/x2, dagger). [B]Saves:[/B] Fort +10, Ref +6, Will +7. Immunity to sleep effects, +2 vs. Enchantment magic. [B]Abilities:[/B] 10 (+0), Dex 11 (+0), Con 14 (+2), Int 10 (+0), Wis 12 (+1), Cha 8 (–1). [B]Racial Traits:[/B] [I]Half-elf[/I]: Low light vision, Immunities (see above), Skill bonuses (counted below), elven blood. [B]Skills:[/B] Climb +7, Heal +3, Hide +9, Listen +11, Move silently +4, Profession (beggar) +4, Spot +7, Survival +8. [B]Feats and Powers:[/B] Alertness, Great fortitude, Run, Self sufficient, Skill focus (hide, survival), Stealthy. [B]Equipment:[/B] Ragged and stinky clothing, club, ring of sustenance, stone of good luck. [B]Note:[/B] This character never attacks, only fight when unable to do otherwise, and will try to hide and escape anytime he could be confronted with danger. -------------------------------------------------------------------------- #60 - [COLOR=Yellow][B]THE ELDER WISE-WOMAN[/B][/COLOR] [B]Expert/Adept 16th level[/B]; Source (PHB, Arcana Unearthed, etc.) When she was young, the elder wise-woman discovered that she had been gifted with a talent for healing. Then, as she was much caring for others, and living in troubled times, she could but spend her time helping and healing people around. Then, over the years she became a much experienced and respected healer in her own community, and at old age is a renown character in her region. [U]Alignment[/U]: NG (benevolent person willing to help, at least among her own community) [B]Elder Wise-woman:[/B] Half-elf, Expert 3rd-lvl./ Adept 13th-lvl. [B]Combat:[/B] AC= 10 (touch 10, flat-footed 10); Hit-points: 40; Initiative: +0; Speed: 30 ft.; BAB +8 /+3, Grap +7; Atk: melee: +7 /+2 (1d4–1, 19-20/x2, dagger), ranged: +8 /+3 (1d4–1, 19-20/x2, 10 ft., dagger). [B]Saves:[/B] Fort +6, Ref +5, Will +14. Immunity to sleep effects, +2 vs. Enchantment magic. [B]Abilities:[/B] Str 8 (–1), Dex 10 (+0), Con 9 (–1), Int 11 (+0), Wis 17 (+3), Cha 13 (+1). [B]Racial Traits:[/B] [I]Half-elf[/I]: Low light vision, Immunities (see above), Skill bonuses (counted below), elven blood. [B]Skills:[/B] Craft (medicines) +12, Diplomacy +9, Heal +20, Knowledge (local) +12, Knowledge (nature) +12, Listen +4, Profession (healer) +12, Sense motive +9, Spot +4. [B]Feats and Powers:[/B] Brew potion, Great fortitude, Skill focus (craft, heal, 2 knowledge skills). [B]Spell:[/B] (Adept 13th-lvl.; Spells per day: 3/ 4/ 4/ 3/ 1): [I]0-lvl.[/I]: Cure minor wound (x2), Purify food and drink. [I]1st-lvl.[/I]: Cure light wounds (x3), Sleep. [I]2nd-lvl.[/I]: Cure moderate wounds (x3), Invisibility. [I]3rd-lvl.[/I]: Neutralize poison, Remove disease (x2). [I]4th-lvl.[/I]: Restoration. [B]Equipment:[/B] Peasant's outfit, dagger, medicine bag. [B]Note:[/B] Healer use their Sleep spell to defend themselves when need be, but before all to help them keep their patients quiet when curing them. Invisibility is kept only as an emergency spell however. -------------------------------------------------------------------------- [/QUOTE]
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