Generic NPC stats

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

Sorry, not enough :) It doesn't take into account feats, natural armor (they're not all going to be human), and so forth.
 

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Jürgen Hubert said:
So, what do you think of the idea?
I like it so much I did it myself about a year ago. I have a big, indexed and tabbed 3 ring binder with various NPCs on the Necromancer char sheet, in clear sheet protectors.

Before each game session I pull out the ones I need, and mark on them with wet erase markers during the game. Doing the legwork up front freed up a lot of time for actual adventure creation.

Good luck with your endeavor.
 


I've corrected the mistakes and designated the stat blocks as Open Gaming Content.

But I'm still waiting for answers what kinds of NPCs you guys would like to see next... ;)
 



Generic NPCs are always a good thing. For example, in Goods and Gear: the Ultimate Adventurer's Guide (Chapter 10: Personal Goods and Services), we made few dozen NPCs and categorized them for each of the following professions (a City Guide and a Messenger are both a "Profession C" NPC). You may want to consider something similar.

Barber/Hairdresser, Doctor (Leech or Bleeding), Doctor (Sew/Bandage Wounds), City Guide, Lantern or Torch Bearer, Legal Services, Lister, Makeup Artist, Messenger, Minstrel, Mourner, Sage, Scout (Wilderness), Scribe (Legal), Teamster, Town Crier/Herald, Alchemist, Animal Tender/Groomer, Architect/Engineer, Armorer, Atillator, Baker, Bartender, Blacksmith, Bookbinder, Bowyer, Brewer, Bucklemaker, Butcher, Carpenter, Cartographer, Chandler, Clerk, Cook, Cooper, Cutler, Entertainer/Performer, Fishmonger, Fletcher, Fortune Teller, Furrier, Glassblower, Glovemaker, Harnessmaker, Hatmaker, Innkeeper, Jeweler/Gemcutter, Laborer, Leatherworker, Limner, Locksmith, Maid, Freemason, Rough mason, Matchmaker, Mercer, Merchant, Miller, Miner, Miscellaneous Craftsman, Oilmaker, Painter, Papermaker, Pastrycook, Plasterer, Plumber, Porter/Bearer, Potter, Pursemaker, Roofer, Ropemaker, Rugmaker, Saddler, Sage, Sailor, Scabbardmaker, Scroll Caddy, Sculptor, Shieldmaker, Shipmaster, Shipwright, Shoemaker, Smelter, Spy, Steward, Tailor, Tanner, Tattoo Artist, Thatcher, Valet/Lackey, Wagonwright, Watercarrier, Weaponsmith (Exotic), Weaposmith (General), Weaponsmith (Swordsmith), Weaver (Basket), Weaver (Cloth), Woodcarver, Archer (longbow), Archer (shortbow), Captain, Cavalry (Archer), Cavalry (Crossbowman), Cavalry (heavy), Cavalry (light), Cavalry (medium), Crossbowman, Engineer/Sapper/Miner, Infantry (heavy), Infantry (hobilar - heavy or light), Infantry (light), Infantry (pikemen), Lieutenant, Sergeant, Siege Engineer, Slinger, Brothel Keeper, Prostitute.
 

Tonguez said:
Artisans - Blacksmiths, Tailors, Butchers, Tanners, Fletchers, Coopers, Bakers, Chandliers, Barbers etc etc

Well, I think it would probably be too much effort to give all these their individual stat blocks. What I'm thinking of is presenting a basic template for various levels of proficiency (apprentice/journeyman/master) and for both artisans whose primary skill is a Craft skill (and thus Int-based), and for those whose primary skill is a Profession skill (and thus Wis-based), and then providing notes on what the individual skills are for the various professions...

Besides, how often do you need detailed stats for what are essentially noncombatants?
 

Originally posted by Jürgen Hubert
Besides, how often do you need detailed stats for what are essentially noncombatants?

Not to be a smart-aleck, but if I had the stats to some of those people, I would find ways to put them in. A baker, whether a fighter or not will still fight to protect his family from a couple of bandits. Or perhaps there are more bandits and he is trying to hold a couple of them off while the PCs work quickly to try to save the baker and his family, like a race against time thing or something.

Just an example, and not necessarily even a good one. But my point is that I never have stats/descriptions of these sorts of characters, so they become faceless people who do nothing to help the game, except to buy or sell something to the PCs or something of the sort. I don't expect stats for every single type of person, but some of the more common people would definitely be useful: prostitutes, beggars, shop owners, etc.
 

Jürgen Hubert said:
So, what other NPCs would be of interest to you?
Apprentice, journeymen and master tradesmen. Thugs, street-urchins, cutpurses, forgers, pimps and other criminals. An assortment of commoners, from children to the aged. Merchants, aldermen, bureaucrats and spies.
 

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