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[d20 / D&D 3.5] d100 NPCs Thread
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<blockquote data-quote="Connorsrpg" data-source="post: 2462474" data-attributes="member: 19265"><p>Ok, as this only needs one more, here is an NPC that has joined my group. She has joined them to sail to her homeland, but could be adapted to any setting/campaign where people from the city are returning going into the wilderness.</p><p></p><p>#100 - <span style="color: Yellow"><strong>Gnoll hunter</strong></span></p><p><strong>Expert1</strong>; Source (DMG & MM)</p><p></p><p>Velxes was brought to the city when young by a caring trapper and his wife. She has managed to survive to adulthood despite many prejudices and has become a valued hunter for the people of the city. She longs to be a true ranger, but has not had that high level of training. She now wishes to return to see her home land in the plains and will join a caravan or the PCs if they are headed that way. Velxes may be able to serve as a guide, hunter or even diplomat if likely to confront gnolls or the like.</p><p> She once confronted 8 armed men to save her kidnapped foster mother (and gains an Action or Hero point for this if using those options).</p><p> </p><p><u>Alignment:</u> Any neutral</p><p></p><p><strong>Decoy:</strong> Gnoll Expert 1.</p><p><strong>Combat:</strong> AC= 13 (touch 12, flat-footed 11); Hit-points: 19; Initiative: +2; Speed: 30 ft.; BAB +1, Grap +4; Atk: melee: +4 (1d6+3, 20/x3, hand axe) or melee: +2/+2 (1d6+3, 20/x3, 2 hand axes), ranged: +3 (1d6, x3, shortbow).</p><p><strong>Saves:</strong> Fort +4, Ref +2, Will +2. </p><p><strong>Abilities:</strong> Str 16 (+3), Dex 15 (+2), Con 14 (+2), Int 7 (-2), Wis 11 (+0), Cha 6 (-2).</p><p><strong>Racial Traits:</strong> <em>Gnoll</em>: Darkvision 60ft.</p><p><strong>Skills:</strong> Balance +2, Hide +2, Knowledge (geography) +0, Listen +3, Move Silently +2, Spot +2, Survival +2.</p><p><strong>Feats and Powers:</strong> Combat Reflexes, Two-weapon fighting.</p><p><strong>Equipment:</strong> 2 hand axes, dagger, shortbow, 12 arrows, peasant outfit, gold bracelet (25gp), 10 days rations, 2 belt pouches, bear-fur cloak.</p><p><strong>Note:</strong> Languages Spoken: Common, Orc, Gnoll</p><p></p><p></p><p>That should finish this off. I really would love a copy of the final doc. I must say this is about the best thread I have ever seen on ENWORLD <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>Connors</p></blockquote><p></p>
[QUOTE="Connorsrpg, post: 2462474, member: 19265"] Ok, as this only needs one more, here is an NPC that has joined my group. She has joined them to sail to her homeland, but could be adapted to any setting/campaign where people from the city are returning going into the wilderness. #100 - [COLOR=Yellow][B]Gnoll hunter[/B][/COLOR] [B]Expert1[/B]; Source (DMG & MM) Velxes was brought to the city when young by a caring trapper and his wife. She has managed to survive to adulthood despite many prejudices and has become a valued hunter for the people of the city. She longs to be a true ranger, but has not had that high level of training. She now wishes to return to see her home land in the plains and will join a caravan or the PCs if they are headed that way. Velxes may be able to serve as a guide, hunter or even diplomat if likely to confront gnolls or the like. She once confronted 8 armed men to save her kidnapped foster mother (and gains an Action or Hero point for this if using those options). [U]Alignment:[/U] Any neutral [B]Decoy:[/B] Gnoll Expert 1. [B]Combat:[/B] AC= 13 (touch 12, flat-footed 11); Hit-points: 19; Initiative: +2; Speed: 30 ft.; BAB +1, Grap +4; Atk: melee: +4 (1d6+3, 20/x3, hand axe) or melee: +2/+2 (1d6+3, 20/x3, 2 hand axes), ranged: +3 (1d6, x3, shortbow). [B]Saves:[/B] Fort +4, Ref +2, Will +2. [B]Abilities:[/B] Str 16 (+3), Dex 15 (+2), Con 14 (+2), Int 7 (-2), Wis 11 (+0), Cha 6 (-2). [B]Racial Traits:[/B] [I]Gnoll[/I]: Darkvision 60ft. [B]Skills:[/B] Balance +2, Hide +2, Knowledge (geography) +0, Listen +3, Move Silently +2, Spot +2, Survival +2. [B]Feats and Powers:[/B] Combat Reflexes, Two-weapon fighting. [B]Equipment:[/B] 2 hand axes, dagger, shortbow, 12 arrows, peasant outfit, gold bracelet (25gp), 10 days rations, 2 belt pouches, bear-fur cloak. [B]Note:[/B] Languages Spoken: Common, Orc, Gnoll That should finish this off. I really would love a copy of the final doc. I must say this is about the best thread I have ever seen on ENWORLD :) Connors [/QUOTE]
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