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[d20 / D&D 3.5] d100 NPCs Thread
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<blockquote data-quote="Turanil" data-source="post: 2037753" data-attributes="member: 9646"><p>Hey! Thanks to your contributions. I am glad this thread is not entirely dead and forgotten. In fact, I intend to begin the compiled document soon (needs time and courage), to make it available to the community. This will be "version 1" and will also include the d20 Modern stat-blocks. Further stat-blocks could be contributed then, and will be added in subsequent versions 2, version 3, etc.</p><p></p><p>Anyway, here is another NPC:</p><p></p><p>----------------------------------------------------------------------------------------</p><p></p><p>#85 - <span style="color: Yellow"><strong>HOBGOBLIN COWARDLY OFFICER</strong></span></p><p><strong>Fighter/Rogue 6</strong>; PHB 3.5</p><p></p><p>This unusual character is a petty officer in a hobgoblin army. Unlike other hobgoblin soldiers who rise in the military hierarchy in being effective and fearless warriors, this one is a cunning manipulative coward who climbed the ranks in hiding behind his men and making them die on his behalf. This is the type of character who will harass the PCs, always fleeing just before they could harm him, and coming back later with new soldiers (of whom he doesn't care if they die because of his own failings…). </p><p></p><p><u>Alignment:</u> CE (liar, whiner, bully, coward, cunning, and manipulative)</p><p></p><p><strong>Hobgoblin Petty Officer:</strong> Hobgoblin; Fighter 1st-lvl. / Rogue 5th-lvl.</p><p><strong>Combat:</strong> AC= 19 (touch 16, flat-footed 15); Hit-points: 40; Initiative: +7; Speed: 30 ft.; BAB +4, Grap +6, melee: +7 (1d8+2, 19-20/x2, MW longsword), ranged: +7 (1d8, 19-20/x2, 80 ft., light crossbow).</p><p><strong>Saves:</strong> Fort +5, Ref +7, Will +2.</p><p><strong>Abilities:</strong> Str 14 (+2), Dex 16 (+3), Con 14 (+2), Int 10 (+0), Wis 13 (+1), Cha 11 (+0).</p><p><strong>Racial Traits:</strong> <em>Hobgoblin</em>: Darkvision 60 ft., Bonus to Move silently checks (counted below).</p><p><strong>Skills:</strong> Bluff +5, Escape artist +8, Hide +8, Intimidate +9, Listen +6, Move silently +12, Ride +8, Sense motive +4, and Spot +6.</p><p><strong>Feats and Powers:</strong> Dodge, Improved initiative, Mobility, Run. Sneak attack (+3d6), Evasion, Uncanny dodge, Trap-finding, Trap sense (+1).</p><p><strong>Equipment:</strong> Studded leather +2, MW longsword, light crossbow.</p><p><strong>Note:</strong> Only goes into melee when he is certain to win easily, otherwise will flee at the first opportunity, pretending going to seek reinforcements.</p><p></p><p>----------------------------------------------------------------------------------------</p></blockquote><p></p>
[QUOTE="Turanil, post: 2037753, member: 9646"] Hey! Thanks to your contributions. I am glad this thread is not entirely dead and forgotten. In fact, I intend to begin the compiled document soon (needs time and courage), to make it available to the community. This will be "version 1" and will also include the d20 Modern stat-blocks. Further stat-blocks could be contributed then, and will be added in subsequent versions 2, version 3, etc. Anyway, here is another NPC: ---------------------------------------------------------------------------------------- #85 - [COLOR=Yellow][B]HOBGOBLIN COWARDLY OFFICER[/B][/COLOR] [B]Fighter/Rogue 6[/B]; PHB 3.5 This unusual character is a petty officer in a hobgoblin army. Unlike other hobgoblin soldiers who rise in the military hierarchy in being effective and fearless warriors, this one is a cunning manipulative coward who climbed the ranks in hiding behind his men and making them die on his behalf. This is the type of character who will harass the PCs, always fleeing just before they could harm him, and coming back later with new soldiers (of whom he doesn't care if they die because of his own failings…). [U]Alignment:[/U] CE (liar, whiner, bully, coward, cunning, and manipulative) [B]Hobgoblin Petty Officer:[/B] Hobgoblin; Fighter 1st-lvl. / Rogue 5th-lvl. [B]Combat:[/B] AC= 19 (touch 16, flat-footed 15); Hit-points: 40; Initiative: +7; Speed: 30 ft.; BAB +4, Grap +6, melee: +7 (1d8+2, 19-20/x2, MW longsword), ranged: +7 (1d8, 19-20/x2, 80 ft., light crossbow). [B]Saves:[/B] Fort +5, Ref +7, Will +2. [B]Abilities:[/B] Str 14 (+2), Dex 16 (+3), Con 14 (+2), Int 10 (+0), Wis 13 (+1), Cha 11 (+0). [B]Racial Traits:[/B] [I]Hobgoblin[/I]: Darkvision 60 ft., Bonus to Move silently checks (counted below). [B]Skills:[/B] Bluff +5, Escape artist +8, Hide +8, Intimidate +9, Listen +6, Move silently +12, Ride +8, Sense motive +4, and Spot +6. [B]Feats and Powers:[/B] Dodge, Improved initiative, Mobility, Run. Sneak attack (+3d6), Evasion, Uncanny dodge, Trap-finding, Trap sense (+1). [B]Equipment:[/B] Studded leather +2, MW longsword, light crossbow. [B]Note:[/B] Only goes into melee when he is certain to win easily, otherwise will flee at the first opportunity, pretending going to seek reinforcements. ---------------------------------------------------------------------------------------- [/QUOTE]
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