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NPC classes in Castles & Crusades
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<blockquote data-quote="Turanil" data-source="post: 2124906" data-attributes="member: 9646"><p>Well, I am aware of C&C's way of dealling with NPCs and monsters. But I don't like them. I think I will always have to look at my 3.0 MM for monster ability scores, and don't want to have all non-adventuring NPCs in the city or backcountry be a zero level character.</p><p></p><p>So I created three NPC character classes, clearly inspired by 3e on that matter. I nonetheless have decided that unlike PC classes that aren't limited as to their maximum level, these NPCs classes cannot progress beyond the 9th level, even if a NPC multiclasses in 2 or 3 of them. </p><p></p><p><strong>Man At Arms</strong></p><p>These are militia, soldiers, brigands, etc.</p><p><u>Prime</u>: strength</p><p><u>Hit-dice</u>: d8</p><p><u>BtH</u>: as ranger/knight/paladin etc. </p><p><u>Weapons</u>: dagger, longsword, mace, lance, halberd, longbow, crossbow, and like-weapons.</p><p><u>Armors</u>: Up to banded mail.</p><p><u>Ability</u>: at 1st (or 2nd?) level they gain a +1 bonus to hit and damage with the weapon that represents their specialty (archer, infantry, etc.), or for brigands a +1 to hit and damage when attacking from ambush.</p><p></p><p><strong>Adept</strong></p><p>These range from parish priests in villages, to witch-doctors and shamans of goblinoids and the like. </p><p><u>Prime</u>: wisdom</p><p><u>Hit-dice</u>: d6</p><p><u>BtH</u>: as rogue </p><p><u>Weapons</u>: dagger, mace, staff.</p><p><u>Armors</u>: up to leather armor.</p><p><u>Spells</u>: divine spells as clerics or druids depending on faith. (I don't want the 3e adept spell progression as I want a basic 3rd level priest or goblin shaman to be actually able to cast spells!)</p><p><u>Ability</u>: none.</p><p></p><p><strong>Commoner</strong></p><p>Everyday life artisans, serving wenches, scholars, etc.</p><p><u>Prime</u>: none.</p><p><u>Hit-dice</u>: d4.</p><p><u>BtH</u>: as wizard.</p><p><u>Weapons</u>: dagger, staff.</p><p><u>Armors</u>: none.</p><p><u>Ability</u>: craft/job, escape trouble, survive through hardship. </p><p></p><p>(<em>Craft/Job:</em> clerk, sage, weaponsmith, etc. ; <em>Escape Trouble:</em> succeeding to be still alive in a world plagued by orcs, etc., and ability to escape unnoticed when such foes appear ; <em>Survive through Hardship:</em> be still there despite starvation, misery income, brutal tyrant, etc.)</p><p></p><p>There is no experience progression table, which would be irrelevant as they are NPCs. It would be more the typical level by age and region, and this would be as per individual GM. Me I like to think of a 1st level as a teenager or young adult, while 3rd level are most people in their thirties. Ambitious characters such as master craftsmen would probably be 5th level. Then, only exceptional artisans, city defenders, etc. would reach 9th level, the maximum.</p><p></p><p>Of course constructive comments are welcome. To begin with, to know if yourself you would like to use that, or prefer canon C&C use of zero-level PCs.</p></blockquote><p></p>
[QUOTE="Turanil, post: 2124906, member: 9646"] Well, I am aware of C&C's way of dealling with NPCs and monsters. But I don't like them. I think I will always have to look at my 3.0 MM for monster ability scores, and don't want to have all non-adventuring NPCs in the city or backcountry be a zero level character. So I created three NPC character classes, clearly inspired by 3e on that matter. I nonetheless have decided that unlike PC classes that aren't limited as to their maximum level, these NPCs classes cannot progress beyond the 9th level, even if a NPC multiclasses in 2 or 3 of them. [b]Man At Arms[/b] These are militia, soldiers, brigands, etc. [u]Prime[/u]: strength [u]Hit-dice[/u]: d8 [u]BtH[/u]: as ranger/knight/paladin etc. [u]Weapons[/u]: dagger, longsword, mace, lance, halberd, longbow, crossbow, and like-weapons. [u]Armors[/u]: Up to banded mail. [u]Ability[/u]: at 1st (or 2nd?) level they gain a +1 bonus to hit and damage with the weapon that represents their specialty (archer, infantry, etc.), or for brigands a +1 to hit and damage when attacking from ambush. [b]Adept[/b] These range from parish priests in villages, to witch-doctors and shamans of goblinoids and the like. [u]Prime[/u]: wisdom [u]Hit-dice[/u]: d6 [u]BtH[/u]: as rogue [u]Weapons[/u]: dagger, mace, staff. [u]Armors[/u]: up to leather armor. [u]Spells[/u]: divine spells as clerics or druids depending on faith. (I don't want the 3e adept spell progression as I want a basic 3rd level priest or goblin shaman to be actually able to cast spells!) [u]Ability[/u]: none. [b]Commoner[/b] Everyday life artisans, serving wenches, scholars, etc. [u]Prime[/u]: none. [u]Hit-dice[/u]: d4. [u]BtH[/u]: as wizard. [u]Weapons[/u]: dagger, staff. [u]Armors[/u]: none. [u]Ability[/u]: craft/job, escape trouble, survive through hardship. ([i]Craft/Job:[/i] clerk, sage, weaponsmith, etc. ; [i]Escape Trouble:[/i] succeeding to be still alive in a world plagued by orcs, etc., and ability to escape unnoticed when such foes appear ; [i]Survive through Hardship:[/i] be still there despite starvation, misery income, brutal tyrant, etc.) There is no experience progression table, which would be irrelevant as they are NPCs. It would be more the typical level by age and region, and this would be as per individual GM. Me I like to think of a 1st level as a teenager or young adult, while 3rd level are most people in their thirties. Ambitious characters such as master craftsmen would probably be 5th level. Then, only exceptional artisans, city defenders, etc. would reach 9th level, the maximum. Of course constructive comments are welcome. To begin with, to know if yourself you would like to use that, or prefer canon C&C use of zero-level PCs. [/QUOTE]
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