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[d20 / D&D 3.5] d100 NPCs Thread
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<blockquote data-quote="Elder-Basilisk" data-source="post: 2113940" data-attributes="member: 3146"><p>#89 - <span style="color: Yellow"><strong>The Good Ruler</strong></span></p><p><strong>Paladin 12</strong>; Source (PHB, Complete Adventurer, Complete Arcane, Complete Warrior, Living Greyhawk Journal)</p><p></p><p>Every nation has its own legend of its good ruler whether it is King Arthur, Richard the Lionhearted (in the Robin Hood stories), Queen Elizabeth, King Wenceslaus, or Chalemagne. The Good Ruler, fills that role. He need not be a king--he could well be a relatively low ranking vassal, but he is the ruler of his domain and he rules it well. He is insightful and just. He is bold in battle and skilled in the games of politics--for he can sense hidden motives and makes friends well though he does not lie and that sometimes hinders him.</p><p></p><p>As a ruler, however, he sometimes finds his ability to do good hindered. Too many seek alms at his door and many who need them most do not. Those who he sees are the influential and the depraved--those who seek judgements in his court or on whom his court must pass judgement. In order to escape, for a time, from these responsibilities, he periodically covers his fine cloak with mud, dons the garb of a wandering friar, and, in that disguise travels throughout his lands, healing the sick and giving aid to the needy. He is skilled enough that, even without his armor and armed only with a humble traveller's staff, he is well able fend off any common robbers or brigands who might beset him--or who he might see besetting others.</p><p></p><p>He might interact with PCs as their patron, ally, deus ex machina--his wandering friar disguise is quite appropriate for this, though, at the head of his household guards, he would also be the proverbial cavalry--or even as a rival or adversary. (Chaotic or evil PCs could easily earn his wrath, but it is also possible that lawful or good PCs could come into conflict with him if they are seeking to protect a lawbreaker, to preserve an evil item (especially if they're trying to keep it a secret), or using questionable means in the pursuit of their ends).</p><p></p><p><u>Alignment:</u> LG</p><p></p><p><strong>The Good Ruler--full battle harness:</strong> Human Paladin 12th-lvl.</p><p><strong>Combat:</strong> AC= 26 (touch 12, flat-footed 25); Hit-points: 123; Initiative: +1; Speed: 20; BAB +12/+7/+2, Grap +16, melee: +17/+12/+7 (1d6+5+1d6 shock, 15-20, +1 keen shocking burst scimitar), ranged: +14/+9/+4 (1d8+5, x3, mighty composite longbow).</p><p><strong>Saves:</strong> Fort +18, Ref +12, Will +14.</p><p><strong>Abilities:</strong> Str 18 (+4), Dex 12 (+1), Con 16 (+3), Int 15 (+2), Wis 16 (+3), Cha 18 (+4) [20 (+5)].</p><p><strong>Racial Traits:</strong> <em>Human</em>: Bonus feats and skills</p><p><strong>Skills:</strong> Diplomacy +24 15r, Handle Animal +10 5r, Knowledge Arcana +3 1r cc, Knowledge: Local +3 1r cc, Knowledge Nobility and Royalty +7 5r, Knowledge Religion +7 5r, Profession Judge +12 9r, Ride +18 15r, Sense Motive +18 15r, Spellcraft +3 1r cc</p><p><strong>Feats and Powers:</strong> Cleave, Divine Might, Extra Smiting, Leadership, Power Attack, St. Cuthbert's Smite (smite evil affects Chaotic creatures as well, +1 smite/day); Aura of Courage, Detect Evil, Divine Grace, Divine Health, Lay on Hands (60hp/day), Remove Disease 3/week, Smite Evil or Chaos 6/day, Summon Mount, Turn Undead 8/day</p><p><strong>Equipment:</strong> Noble's outfit, dagger, +1 lance, +1 keen shocking burst scimitar, masterwork mighty [+4] composite longbow, masterwork halberd, +2 fullplate, +2 heavy steel shield, +2 vest of resistance, +2 cloak of charisma, +1 ring of protection, silversheen, potion of cure serious wounds, potion of lesser restoration, 1st level pearl of power, bejewelled gold holy symbol of St. Cuthbert.</p><p></p><p><strong>Spells per day</strong> 2/2/2</p><p>Spells prepared:</p><p>1st--Bless Weapon, Lesser Restoration</p><p>2nd--Divine Insight, Zone of Truth</p><p>3rd--Discern Lies, Remove Curse</p><p></p><p><strong>The Good Ruler--beggar disguise</strong> Human Paladin 12th-lvl.</p><p><strong>Combat:</strong> AC= 11 (touch 11, flat-footed 10); Hit-points: 123; Initiative: +1; Speed: 20; BAB +12/+7/+2, Grap +16, melee: +16/+11/+6 (1d6+6, x2, quarterstaff), ranged: +13 (1d4+4, 19-20, dagger).</p><p><strong>Saves:</strong> Fort +16, Ref +10, Will +12.</p><p><strong>Abilities:</strong> Str 18 (+4), Dex 12 (+1), Con 16 (+3), Int 15 (+2), Wis 16 (+3), Cha 18 (+4) [20 (+5)].</p><p><strong>Racial Traits:</strong> <em>Human</em>: Bonus feats and skills</p><p><strong>Skills:</strong> Diplomacy +24 15r, Handle Animal +10 5r, Knowledge Arcana +3 1r cc, Knowledge: Local +3 1r cc, Knowledge Nobility and Royalty +7 5r, Knowledge Religion +7 5r, Profession Judge +12 9r, Ride +18 15r, Sense Motive +18 15r, Spellcraft +3 1r cc</p><p><strong>Feats and Powers:</strong> Cleave, Divine Might, Extra Smiting, Leadership, Power Attack, St. Cuthbert's Smite (smite evil affects Chaotic creatures as well, +1 smite/day); Aura of Courage, Detect Evil, Divine Grace, Divine Health, Lay on Hands (60hp/day), Remove Disease 3/week, Smite Evil or Chaos 6/day, Summon Mount, Turn Undead 8/day</p><p><strong>Equipment:</strong> Beggar's outfit, dagger, +2 cloak of charisma, quarterstaff, wooden holy symbol of St. Cuthbert, 1st level pearl of power.</p><p></p><p><strong>Spells per day</strong> 2/2/2</p><p>Spells prepared:</p><p>1st--Cure light wounds, Lesser Restoration</p><p>2nd--Lesser Restoration x2</p><p>3rd--Remove Blindness/Deafness, Remove Curse</p><p></p><p><strong>Wrath--his warhorse</strong> 12th-lvl. paladin mount</p><p><strong>Combat:</strong> AC= 26 (touch 10, flat-footed 24); Hit-points: 85; Initiative: +1; Speed: 60; BAB +7/+2, Grap +16, melee: +12/+12 (1d8+5, x2, hoof) and +6 (1d4+2, x2, bite).</p><p><strong>Saves:</strong> Fort +12, Ref +8, Will +5.</p><p><strong>Abilities:</strong> Str 21 (+5), Dex 13 (+1), Con 18 (+4), Int 8 (-1), Wis 13 (+1), Cha 6 (-2).</p><p><strong>Racial Traits:</strong> <em>Horse</em></p><p><strong>Skills:</strong></p><p><strong>Feats and Powers</strong> Augmented Natural Attack: Hoof, Endurance, Run, Weapon Focus: Hoof; Empathic Link, Improved Evasion, Share Spells, Share Saving Throws, Improved Speed, Command Creatures of its Kind</p><p><strong>Equipment</strong>Chain shirt barding, military saddle, +1 lance.</p><p></p><p>#90 - <span style="color: Yellow"><strong>His Trusted Advisor</strong></span></p><p><strong>Rog 3/Wiz 5/Arcane Trickster 2</strong>; Source (Complete Arcane, PHB, DMG)</p><p></p><p>Every Good Ruler benefits from a right hand man. Someone who can be trusted to know things and to get things done. Someone with extra-ordinary abilities at his disposal. King Arthur had Merlin and Merlin's imprisonment was the beginning of Arthur's woes.</p><p></p><p>This Good Ruler's right hand man is the man with connections. He has his ear to the ground and he knows what goes on in secret, in high places, and in low. He manages the Good Ruler's estate and handles his finances. And, when danger threatens, he is by the Ruler's side.</p><p></p><p><u>Alignment:</u> NG--could also be N</p><p></p><p><strong>The Right Hand Man</strong> Human Arcane Trickster 10th-lvl.</p><p><strong>Combat:</strong> AC= 17 (touch 13, flat-footed 25); Hit-points: 49; Initiative: +2; Speed: 30; BAB +5, Grap +5, melee: +6 (1d6, 18-20, rapier), ranged: +7 by spell.</p><p><strong>Saves:</strong> Fort +6, Ref +11, Will +11.</p><p><strong>Abilities:</strong> Str 10 (+0), Dex 14 (+2), Con 15 (+2), Int 18 (+4) [20 (+5), Wis 13 (+1), Cha 12 (+1).</p><p><strong>Racial Traits:</strong> <em>Human</em>: Bonus feats and skills</p><p><strong>Skills:</strong> Bluff +6 5r, Decipher Script +12 7r, Diplomacy +5 0r, Disable Device +14 7r, Disguise +6 5r, Escape Artist +9 7r, Gather Information +16 13r, Intimidate +8 5r, Knowledge: Arcana +10 5r, Knowledge: History +10 5r, Knowledge Local +15 10r, Knowledge Nature +10 5r, Listen +7 6r, Open Lock +10 6r, Profession: Merchant +11 10r, Spot +6 5r, Search +11 6r, Sense Motive +6 5r, Spellcraft +14 7r</p><p><strong>Feats and Powers:</strong> Craft Magic Arms and Armor, Craft Wondrous Item, Iron Will, Point Blank Shot, Precise Shot, Scribe Scroll, Still Spell; Evasion, Familiar, Ranged Legerdemain 1/day, Sneak Attack +3d6, Trapfinding, Trap Sense +1</p><p><strong>Equipment:</strong> Noble's outfit, dagger, +2 cloak of resistance, +2 headband of Intellect, 1st level pearl of power, 2nd level pearl of power, Rod of Extend Spell, Rod of Silent Spell, bejewelled gold holy symbol of St. Cuthbert, wand of ray of enfeeblement, wand of fire orb, scroll of Evard's Black Tentacles.</p><p></p><p><strong>Spells per day</strong> Divination Specialist; Evocation barred 4+1/6+1/4+1/3+1/2+1 DC 15+spell level</p><p>Spells prepared:</p><p>0th--Detect Magic, Detect Poison, Light, Message, Prestidigitation</p><p>1st--Alarm, Charm Person, Detect Secret Doors, Hypnotism, Lesser Cold Orb, Mage Armor</p><p>2nd--Alter Self, Detect Thoughts, Invisibility, Knock, See Invisibility</p><p>3rd--Clairaudience/Clairvoyance, Dispel Magic, Haste, Stilled Detect Thoughts</p><p>4th--Anticipate Teleportation, Detect Scrying, Scrying</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 2113940, member: 3146"] #89 - [COLOR=Yellow][B]The Good Ruler[/B][/COLOR] [B]Paladin 12[/B]; Source (PHB, Complete Adventurer, Complete Arcane, Complete Warrior, Living Greyhawk Journal) Every nation has its own legend of its good ruler whether it is King Arthur, Richard the Lionhearted (in the Robin Hood stories), Queen Elizabeth, King Wenceslaus, or Chalemagne. The Good Ruler, fills that role. He need not be a king--he could well be a relatively low ranking vassal, but he is the ruler of his domain and he rules it well. He is insightful and just. He is bold in battle and skilled in the games of politics--for he can sense hidden motives and makes friends well though he does not lie and that sometimes hinders him. As a ruler, however, he sometimes finds his ability to do good hindered. Too many seek alms at his door and many who need them most do not. Those who he sees are the influential and the depraved--those who seek judgements in his court or on whom his court must pass judgement. In order to escape, for a time, from these responsibilities, he periodically covers his fine cloak with mud, dons the garb of a wandering friar, and, in that disguise travels throughout his lands, healing the sick and giving aid to the needy. He is skilled enough that, even without his armor and armed only with a humble traveller's staff, he is well able fend off any common robbers or brigands who might beset him--or who he might see besetting others. He might interact with PCs as their patron, ally, deus ex machina--his wandering friar disguise is quite appropriate for this, though, at the head of his household guards, he would also be the proverbial cavalry--or even as a rival or adversary. (Chaotic or evil PCs could easily earn his wrath, but it is also possible that lawful or good PCs could come into conflict with him if they are seeking to protect a lawbreaker, to preserve an evil item (especially if they're trying to keep it a secret), or using questionable means in the pursuit of their ends). [U]Alignment:[/U] LG [B]The Good Ruler--full battle harness:[/B] Human Paladin 12th-lvl. [B]Combat:[/B] AC= 26 (touch 12, flat-footed 25); Hit-points: 123; Initiative: +1; Speed: 20; BAB +12/+7/+2, Grap +16, melee: +17/+12/+7 (1d6+5+1d6 shock, 15-20, +1 keen shocking burst scimitar), ranged: +14/+9/+4 (1d8+5, x3, mighty composite longbow). [B]Saves:[/B] Fort +18, Ref +12, Will +14. [B]Abilities:[/B] Str 18 (+4), Dex 12 (+1), Con 16 (+3), Int 15 (+2), Wis 16 (+3), Cha 18 (+4) [20 (+5)]. [B]Racial Traits:[/B] [I]Human[/I]: Bonus feats and skills [B]Skills:[/B] Diplomacy +24 15r, Handle Animal +10 5r, Knowledge Arcana +3 1r cc, Knowledge: Local +3 1r cc, Knowledge Nobility and Royalty +7 5r, Knowledge Religion +7 5r, Profession Judge +12 9r, Ride +18 15r, Sense Motive +18 15r, Spellcraft +3 1r cc [B]Feats and Powers:[/B] Cleave, Divine Might, Extra Smiting, Leadership, Power Attack, St. Cuthbert's Smite (smite evil affects Chaotic creatures as well, +1 smite/day); Aura of Courage, Detect Evil, Divine Grace, Divine Health, Lay on Hands (60hp/day), Remove Disease 3/week, Smite Evil or Chaos 6/day, Summon Mount, Turn Undead 8/day [B]Equipment:[/B] Noble's outfit, dagger, +1 lance, +1 keen shocking burst scimitar, masterwork mighty [+4] composite longbow, masterwork halberd, +2 fullplate, +2 heavy steel shield, +2 vest of resistance, +2 cloak of charisma, +1 ring of protection, silversheen, potion of cure serious wounds, potion of lesser restoration, 1st level pearl of power, bejewelled gold holy symbol of St. Cuthbert. [b]Spells per day[/b] 2/2/2 Spells prepared: 1st--Bless Weapon, Lesser Restoration 2nd--Divine Insight, Zone of Truth 3rd--Discern Lies, Remove Curse [B]The Good Ruler--beggar disguise[/B] Human Paladin 12th-lvl. [B]Combat:[/B] AC= 11 (touch 11, flat-footed 10); Hit-points: 123; Initiative: +1; Speed: 20; BAB +12/+7/+2, Grap +16, melee: +16/+11/+6 (1d6+6, x2, quarterstaff), ranged: +13 (1d4+4, 19-20, dagger). [B]Saves:[/B] Fort +16, Ref +10, Will +12. [B]Abilities:[/B] Str 18 (+4), Dex 12 (+1), Con 16 (+3), Int 15 (+2), Wis 16 (+3), Cha 18 (+4) [20 (+5)]. [B]Racial Traits:[/B] [I]Human[/I]: Bonus feats and skills [B]Skills:[/B] Diplomacy +24 15r, Handle Animal +10 5r, Knowledge Arcana +3 1r cc, Knowledge: Local +3 1r cc, Knowledge Nobility and Royalty +7 5r, Knowledge Religion +7 5r, Profession Judge +12 9r, Ride +18 15r, Sense Motive +18 15r, Spellcraft +3 1r cc [B]Feats and Powers:[/B] Cleave, Divine Might, Extra Smiting, Leadership, Power Attack, St. Cuthbert's Smite (smite evil affects Chaotic creatures as well, +1 smite/day); Aura of Courage, Detect Evil, Divine Grace, Divine Health, Lay on Hands (60hp/day), Remove Disease 3/week, Smite Evil or Chaos 6/day, Summon Mount, Turn Undead 8/day [B]Equipment:[/B] Beggar's outfit, dagger, +2 cloak of charisma, quarterstaff, wooden holy symbol of St. Cuthbert, 1st level pearl of power. [b]Spells per day[/b] 2/2/2 Spells prepared: 1st--Cure light wounds, Lesser Restoration 2nd--Lesser Restoration x2 3rd--Remove Blindness/Deafness, Remove Curse [B]Wrath--his warhorse[/B] 12th-lvl. paladin mount [B]Combat:[/B] AC= 26 (touch 10, flat-footed 24); Hit-points: 85; Initiative: +1; Speed: 60; BAB +7/+2, Grap +16, melee: +12/+12 (1d8+5, x2, hoof) and +6 (1d4+2, x2, bite). [B]Saves:[/B] Fort +12, Ref +8, Will +5. [B]Abilities:[/B] Str 21 (+5), Dex 13 (+1), Con 18 (+4), Int 8 (-1), Wis 13 (+1), Cha 6 (-2). [B]Racial Traits:[/B] [I]Horse[/I] [B]Skills:[/B] [B]Feats and Powers[/B] Augmented Natural Attack: Hoof, Endurance, Run, Weapon Focus: Hoof; Empathic Link, Improved Evasion, Share Spells, Share Saving Throws, Improved Speed, Command Creatures of its Kind [b]Equipment[/b]Chain shirt barding, military saddle, +1 lance. #90 - [COLOR=Yellow][B]His Trusted Advisor[/B][/COLOR] [B]Rog 3/Wiz 5/Arcane Trickster 2[/B]; Source (Complete Arcane, PHB, DMG) Every Good Ruler benefits from a right hand man. Someone who can be trusted to know things and to get things done. Someone with extra-ordinary abilities at his disposal. King Arthur had Merlin and Merlin's imprisonment was the beginning of Arthur's woes. This Good Ruler's right hand man is the man with connections. He has his ear to the ground and he knows what goes on in secret, in high places, and in low. He manages the Good Ruler's estate and handles his finances. And, when danger threatens, he is by the Ruler's side. [U]Alignment:[/U] NG--could also be N [B]The Right Hand Man[/B] Human Arcane Trickster 10th-lvl. [B]Combat:[/B] AC= 17 (touch 13, flat-footed 25); Hit-points: 49; Initiative: +2; Speed: 30; BAB +5, Grap +5, melee: +6 (1d6, 18-20, rapier), ranged: +7 by spell. [B]Saves:[/B] Fort +6, Ref +11, Will +11. [B]Abilities:[/B] Str 10 (+0), Dex 14 (+2), Con 15 (+2), Int 18 (+4) [20 (+5), Wis 13 (+1), Cha 12 (+1). [B]Racial Traits:[/B] [I]Human[/I]: Bonus feats and skills [B]Skills:[/B] Bluff +6 5r, Decipher Script +12 7r, Diplomacy +5 0r, Disable Device +14 7r, Disguise +6 5r, Escape Artist +9 7r, Gather Information +16 13r, Intimidate +8 5r, Knowledge: Arcana +10 5r, Knowledge: History +10 5r, Knowledge Local +15 10r, Knowledge Nature +10 5r, Listen +7 6r, Open Lock +10 6r, Profession: Merchant +11 10r, Spot +6 5r, Search +11 6r, Sense Motive +6 5r, Spellcraft +14 7r [B]Feats and Powers:[/B] Craft Magic Arms and Armor, Craft Wondrous Item, Iron Will, Point Blank Shot, Precise Shot, Scribe Scroll, Still Spell; Evasion, Familiar, Ranged Legerdemain 1/day, Sneak Attack +3d6, Trapfinding, Trap Sense +1 [B]Equipment:[/B] Noble's outfit, dagger, +2 cloak of resistance, +2 headband of Intellect, 1st level pearl of power, 2nd level pearl of power, Rod of Extend Spell, Rod of Silent Spell, bejewelled gold holy symbol of St. Cuthbert, wand of ray of enfeeblement, wand of fire orb, scroll of Evard's Black Tentacles. [b]Spells per day[/b] Divination Specialist; Evocation barred 4+1/6+1/4+1/3+1/2+1 DC 15+spell level Spells prepared: 0th--Detect Magic, Detect Poison, Light, Message, Prestidigitation 1st--Alarm, Charm Person, Detect Secret Doors, Hypnotism, Lesser Cold Orb, Mage Armor 2nd--Alter Self, Detect Thoughts, Invisibility, Knock, See Invisibility 3rd--Clairaudience/Clairvoyance, Dispel Magic, Haste, Stilled Detect Thoughts 4th--Anticipate Teleportation, Detect Scrying, Scrying [/QUOTE]
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