Generic NPC stats

Jürgen Hubert

First Post
In my experience, one of the most time-consuming tasks of DMing is writing up NPC stat blocks (the other one is drawing maps). Monsters are easy, since they usually have been written up with all their skills, feats, and equipment (if any). Human opponents, on the other hand, can vary widely, and coming up with appropriate values for them is a fairly time consuming task.

Thus, I've decided to add a large number of "generic NPCs" to Urbis. The first samples - generic members of a city watch - can be found
here. Once (if?) I publish Urbis as a PDF, I will put them all into a large appendix. This has two advantages: First, it will fill up the required 5% of OGL material in no time, and second, it might attract potential buyers who are simply looking for a convenient DMing aid (and PDFs are great for this, since they can simply cut, paste, and modify the stats for their own purposes).

So, what do you think of the idea? Does the format of the NPCs presented there look right? And what kinds of generic NPCs would you like to see - what kinds of NPC stat blocks do you miss when you are preparing your own adventures?
 

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Jürgen Hubert said:
So, what do you think of the idea? Does the format of the NPCs presented there look right? And what kinds of generic NPCs would you like to see - what kinds of NPC stat blocks do you miss when you are preparing your own adventures?

I like the idea. The format looks good. City guard was a great place to start.

As someone who prefers a more "traditional" setting than Urbis I can honestly say such an appendix would make me at least consider purchasing the pdf. Good work.
 

pogre said:
I like the idea. The format looks good. City guard was a great place to start.

So, what other NPCs would be of interest to you?

Mind you, everything will, of course, get a slant appropriate for Urbis, but at least the lower-level NPCs should be useable in most settings.

The local equivalent of SWAT teams, on the other hand... ;)
 


Personally for Generic NPCs I cut the stat blocks down to bare minimum and in fact for non-combat NPCs the 'stat block might be something like (Sarah, Peasant Girl - shy, easily intimidated. HP 1 SKill: Bluff +1 treasure 2cp, silver locket)

For combat NPCs it will be more complete. eg your constable I would cast thus
NameConstable
Race; Class; Align Human War1 LN
Description This guardsman hasn't been in this job for long. As a result, he is inexperienced in fights and likely to either run away ...

Skills Intimidate +1, Listen +2, Profession (Guardsman) +2; Spot +2,

Init +0; AC 15,
touch 10, flat-footed 15;
Atk +3 melee (1d8+1/19-20, longsword)
or +2 melee (1d6+1, club)
or +1 ranged (1d8/19-20, light crossbow);
Grp +2;

HP 5;

SV Fort +3, Ref +0, Will +0;

Feats: Alertness, Weapon Focus (longsword).

Possessions: Bell, 20 bolts, chainmail, club, light crossbow, light steel shield, longsword.
 

Berandor said:
So your most experienced guards are Ftr 4?

Seems a little low to me.

Well, keep in mind that these are "ordinary" guardsmen - the ones who patrol the streets day and nights and deal with minor crimes. Highly capable fighters (and Ftr 5+ does count as that) can usually find much better jobs...

They suffice for everyday crime that doesn't involve magic, but if they encounter something truly dangerous (such as mid- to high-level PCs), they will take cover, sound the alarm and lett the better-paid and trained units take over who are much better equipped and specially trained to deal with monsters, magic, and similar threats. But these guys would be overkill for an ordinary street patrol...
 

The stats look great, and a large enough appendix of NPCs would entice me to buy the PDF, too. One thing I've takn to doing with "generic" NPCs I've created is to look at primary weapons/armor and create a randomized listing for them. I don't like my players catching on that ALL low-level cityguards are equipped exactly the same way.

I'll add something like:

Roll d6:
1: longsword
2: short sword
3: mace
4: quarterstaff
5: flail
6: scimitar


This helps make the NPC a little different, while leaving the bulk of the stats the same. If a d6 is too much, try a d4 or even a d3. This is particularly helpful for a higher-level NPC that might have a +2 weapon, or a +1 flaming weapon, etc.

Consider my PDF money set aside for whatever you choose to do, here!
 

I think you need more detail with your AC values. The 1st-level constable just says AC 15 with touch and flat-footed values, which isn't very useful to me. It should break down the values as follows: AC 16 (+5 chain mail, +1 light shield), touch 10, flat-footed 16.

Speaking of which, I caught an error, which wouldn't have been made if the AC had been detailed.
 

Castellan said:
I don't like my players catching on that ALL low-level cityguards are equipped exactly the same way.

Actually, I think it is pretty realistic that city guards carry standardized equipment. They are an organized group equipped by the local government, and that doesn't leave much room for individuality.

Local militias, on the other hand...

This helps make the NPC a little different, while leaving the bulk of the stats the same. If a d6 is too much, try a d4 or even a d3. This is particularly helpful for a higher-level NPC that might have a +2 weapon, or a +1 flaming weapon, etc.

In the city guard, having magic items on the job is not a question of one's level. It is a question of funding. And the "standard" guards get little of it, although in guard houses they might have a few enchanted bolts for emergencies. But that's about it.

Consider my PDF money set aside for whatever you choose to do, here!

Well, that's good to hear... ;-)
 

Christopher Lambert said:
I think you need more detail with your AC values. The 1st-level constable just says AC 15 with touch and flat-footed values, which isn't very useful to me. It should break down the values as follows: AC 16 (+5 chain mail, +1 light shield), touch 10, flat-footed 16.

That's what the "possessions" line is for. I thought I'd follow the standards established by the DMG here...

Speaking of which, I caught an error, which wouldn't have been made if the AC had been detailed.

Whoops. Actually, all are supposed to carry chain shirts instead of chain mail...
 

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