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[d20 / D&D 3.5] d100 NPCs Thread
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<blockquote data-quote="Elder-Basilisk" data-source="post: 2171732" data-attributes="member: 3146"><p>I never did finish that bandit gang I started. Here's their leader:</p><p></p><p>#91 - <span style="color: Yellow"><strong>Bandit Leader</strong></span></p><p><strong>Ranger 12</strong>; PHB, Complete Warrior</p><p></p><p>Violent thugs are a dime a dozen. Violent thugs with the personal magnetism, understanding and power to hold another group of violent thugs together are not. The Bandit leader is exactly that. He is canny enough to pick targets that his crew of bandits can take on and smart enough to lead them to new pastures whenever they make the neighborhood to hot to hold them. He is skilled at woodswork and can find his way to places few would think to look for them and, if things go poorly, he can run away and start a new group of bandits somewhere else. The price on his head is high, but anyone who wants to collect it will have their work cut out for them.</p><p></p><p><u>Alignment:</u> Nearly always Evil--and often Chaotic unless you're running a Robin Hood type game.</p><p></p><p><strong>Bandit Leader</strong> Half-orc ranger 12th-lvl.</p><p><strong>Combat:</strong> AC= 23 (touch 15, flat-footed 19) [+6 chain shirt, +2 buckler, +4 dex, +1 deflection]; Hit-points: 75; Initiative: +4; Speed: 30; BAB +12/+7/+2, Grap +16, melee: +17/+12/+6 (1d8+4, x3, +1 battle axe), ranged: +15/+15/+10/+5 (1d10+5 +1d6, 19-20/x3, +1 frost composite greatbow).</p><p><strong>Saves:</strong> Fort +12, Ref +14, Will +7.</p><p><strong>Abilities:</strong> Str 18 (+4), Dex 18 (+4), Con 12 (+1), Int 11 (+0), Wis 13 (+1), Cha 13 (+1).</p><p><strong>Racial Traits:</strong> <em>Half-orc</em>: Darkvision 60 ft., Orc blood</p><p><strong>Skills:</strong> Handle Animal +14 15r, Hide +18 15r, Listen +16 15r, Moves Silently +18 15r, Spot +16 15r, Survival +16 15r</p><p><strong>Feats and Powers:</strong> Endurance (b), Exotic Weapon Proficiency: Greatbow, Improved Critical: Greatbow, Improved Precise Shot (b), Manyshot (b), Point Blank Shot, Precise Shot, Rapid Shot (b), Track (b), Weapon Focus: Greatbow; Animal Companion, Evasion, Favored Enemy: Dwarves +2, Elves +2, Humans +6, Swift Tracker, Wild Empathy +11, Woodland Stride.</p><p><strong>Equipment:</strong> +1 battle axe, +2 chain shirt, +1 buckler, dagger, +1 frost Mighty [+4] composite longbow, 30 normal arrows, 10 silvered arrows, potion of cure moderate wounds, potion of cure serious wounds.</p><p></p><p><strong>Spells Prepared</strong> (2/1 base DC 11+spell level): </p><p>1st—Arrow Mind, Entangle; 2nd—Barkskin</p><p></p><p><strong>Animal Companion:</strong> Riding dog; medium animal; </p><p><strong>Combat:</strong>HD 6d8+12; hp 45; Init +3; Spd 40 ft; AC 24 (touch 13, flat-footed 19) [+3 dex, +8 natural, +3 studded leather]; BAB: +4, Grap +8, Atk/Full atk: +9 melee (1d8+6 bite); SA: Trip; SQ: Devotion, Low light vision, scent, evasion, link, share spells; AL N; SV Fort +8, Ref +9, Will +3; Str 18, Dex 17, Con 15, Int s, Wis 12, Chr 6</p><p></p><p><strong>Skills and Feats:</strong> Jump +11, Listen +5, Spot +5, Swim +4, Survival +1; Alertness, Augmented Natural Weapon: Bite, Track, Weapon Focus: bite.</p><p></p><p>Equipment: Masterwork Studded Leather barding</p><p></p><p><strong>Note:</strong> So how does this bandit leader keep his group together without any social skills to speak of? He does it with his favored enemy bonusses. +6 to Bluff, Sense Motive, etc. goes a long way towards keeping a gang of human thugs in line. And, of course, he's one of the best archers in the kingdom and pretty darn scary in melee as well (especially if you're human) so those who don't stay in line, he just kills.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 2171732, member: 3146"] I never did finish that bandit gang I started. Here's their leader: #91 - [COLOR=Yellow][B]Bandit Leader[/B][/COLOR] [B]Ranger 12[/B]; PHB, Complete Warrior Violent thugs are a dime a dozen. Violent thugs with the personal magnetism, understanding and power to hold another group of violent thugs together are not. The Bandit leader is exactly that. He is canny enough to pick targets that his crew of bandits can take on and smart enough to lead them to new pastures whenever they make the neighborhood to hot to hold them. He is skilled at woodswork and can find his way to places few would think to look for them and, if things go poorly, he can run away and start a new group of bandits somewhere else. The price on his head is high, but anyone who wants to collect it will have their work cut out for them. [U]Alignment:[/U] Nearly always Evil--and often Chaotic unless you're running a Robin Hood type game. [B]Bandit Leader[/B] Half-orc ranger 12th-lvl. [B]Combat:[/B] AC= 23 (touch 15, flat-footed 19) [+6 chain shirt, +2 buckler, +4 dex, +1 deflection]; Hit-points: 75; Initiative: +4; Speed: 30; BAB +12/+7/+2, Grap +16, melee: +17/+12/+6 (1d8+4, x3, +1 battle axe), ranged: +15/+15/+10/+5 (1d10+5 +1d6, 19-20/x3, +1 frost composite greatbow). [B]Saves:[/B] Fort +12, Ref +14, Will +7. [B]Abilities:[/B] Str 18 (+4), Dex 18 (+4), Con 12 (+1), Int 11 (+0), Wis 13 (+1), Cha 13 (+1). [B]Racial Traits:[/B] [I]Half-orc[/I]: Darkvision 60 ft., Orc blood [B]Skills:[/B] Handle Animal +14 15r, Hide +18 15r, Listen +16 15r, Moves Silently +18 15r, Spot +16 15r, Survival +16 15r [B]Feats and Powers:[/B] Endurance (b), Exotic Weapon Proficiency: Greatbow, Improved Critical: Greatbow, Improved Precise Shot (b), Manyshot (b), Point Blank Shot, Precise Shot, Rapid Shot (b), Track (b), Weapon Focus: Greatbow; Animal Companion, Evasion, Favored Enemy: Dwarves +2, Elves +2, Humans +6, Swift Tracker, Wild Empathy +11, Woodland Stride. [B]Equipment:[/B] +1 battle axe, +2 chain shirt, +1 buckler, dagger, +1 frost Mighty [+4] composite longbow, 30 normal arrows, 10 silvered arrows, potion of cure moderate wounds, potion of cure serious wounds. [b]Spells Prepared[/b] (2/1 base DC 11+spell level): 1st—Arrow Mind, Entangle; 2nd—Barkskin [b]Animal Companion:[/b] Riding dog; medium animal; [b]Combat:[/b]HD 6d8+12; hp 45; Init +3; Spd 40 ft; AC 24 (touch 13, flat-footed 19) [+3 dex, +8 natural, +3 studded leather]; BAB: +4, Grap +8, Atk/Full atk: +9 melee (1d8+6 bite); SA: Trip; SQ: Devotion, Low light vision, scent, evasion, link, share spells; AL N; SV Fort +8, Ref +9, Will +3; Str 18, Dex 17, Con 15, Int s, Wis 12, Chr 6 [b]Skills and Feats:[/b] Jump +11, Listen +5, Spot +5, Swim +4, Survival +1; Alertness, Augmented Natural Weapon: Bite, Track, Weapon Focus: bite. Equipment: Masterwork Studded Leather barding [B]Note:[/B] So how does this bandit leader keep his group together without any social skills to speak of? He does it with his favored enemy bonusses. +6 to Bluff, Sense Motive, etc. goes a long way towards keeping a gang of human thugs in line. And, of course, he's one of the best archers in the kingdom and pretty darn scary in melee as well (especially if you're human) so those who don't stay in line, he just kills. [/QUOTE]
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