NPC Guard over a lifetime

MavrickWeirdo

First Post
I was inspired by the thread Level Advancement Over A Lifetime
to make characters at many stages of life.

I am using my own advancment formula rather than Seasong's, but his ideas are worth checking-out. My way of advancing NPCs is a bit simpler, I call it "Learn something new every day".

A human starting at age 15 (adulthood per PHB page 93) NPCs get 1 exp/day, 365 exp/year. Their level advancement would look something like this
  • age 15 is level 1
  • age 18 is level 2
  • age 24 is level 3
  • age 32 is level 4
  • age 35 is “middle age” –1 S, D, & Co; +1 I, W, & Ch
  • age 43 is level 5
  • age 53 is “old age” –2 S, D, & Co; +1 I, W, & Ch
  • age 57 is level 6
  • age 70 is “venerable” –3 S, D, & Co; +1 I, W, & Ch
  • age 73 is level 7
  • age 92 is level 8
Maximum age for humans is 110

(I rounded up to the next year on the levels) I also included ageing effects from the PHB page 93.

This thread will give an example of a NCP at each of these stages.

For stats I'm using an 18 point buy, it's low, but then this is only an NPC. For skills; the first number is how many skill points they have, the second number (in parenthesis) is the modified score after all bonuses and penalties.
 
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Human Guardsman (Reserves)

Johnny, Human Guardsman (Reserves)
Warrior L1; med humanoid; AL NG; CR .5; age 15

HD 1d8+1(+3); hp 8;
Init +0; Spd 30 ft; AC 12;
BAB +1; Atk +2 melee or +1 ranged;
SV Fort +3, Ref +0, Will +0;
Str 12, Dex 11, Con 12, Int 11, Wis 10, Cha 10.

Skills (12 points): Bluff +1, Climb +2 (3), Intimidate +4, Jump +2 (3), & Ride +2
Feats: Toughness, & Weapon Focus: Spear
Languages: Common

Armor: Leather, +2, speed 30ft, 15 lbs.
Weapons: Dagger: Atk +2 melee, +1 thrown, Dmg 1d4+1, crit 19-20 x2, range 10ft
Short spear: Atk +3 melee, +2 thrown, Dmg 1d8+1, crit x3, range 20ft

He was a big kid for his age and was always getting into trouble. The Captain of the town guard decided that if he was going to get into fights anyway, he might as well be on the right side. They put him in the town reserves. He only gets called on for major emergencies when they need everybody they can get.
 
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Human Guardsman (Regular)

John, Human Guardsman (Regular)
Warrior L2; med humanoid; AL NG; CR 1; age 18

HD 2d8+2(+3); hp 14;
Init +0; Spd 30 ft; AC 14;
BAB +2; Atk +3 melee or +2 ranged;
SV Fort +4, Ref +0, Will +0;
Str 12, Dex 11, Con 12, Int 11, Wis 10, Cha 10.

Skills (15 points): Bluff +1.5, Climb +2 (1), Intimidate +5, Jump +3 (2), & Ride +2
Feats: Toughness, & Weapon Focus: Spear
Languages: Common

Armor: Studded Leather, +3, check penalty -1, speed 30ft, 20 lbs
Shield, Small Wood, +1, check penalty -1, 5 lbs
Weapons: Dagger: Atk +3 melee, +2 thrown, Dmg 1d4+1, crit 19-20 x2, range 10ft
Short spear: Atk +4 melee, +3 thrown, Dmg 1d8+1, crit x3, range 20ft

A few years older, he's now a regular member of the guard. He also tends to get into fewer fights.
 
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Human Guardsman (Sergeant)

Sergt. John, Human Guardsman
Warrior L3; med humanoid; AL NG; CR 2; age 24

HD 3d8+3(+3); hp 19;
Init +4; Spd 30 ft; AC 15;
BAB +3; Atk +4 melee or +3 ranged;
SV Fort +4, Ref +1, Will +1;
Str 12, Dex 11, Con 12, Int 11, Wis 10, Cha 10.

Skills (18 points): Bluff +2, Climb +3 (1), Intimidate +6, Jump +3 (1), & Ride +2
Feats: Improved Initiative, Toughness, & Weapon Focus: Spear
Languages: Common

Armor: Studded Leather, +3, check penalty –1, speed 30ft, 20 lbs
Shield, Large Wood, +2, check penalty –2, 10 lbs
Weapons: Dagger: Atk +4 melee, +3 thrown, Dmg 1d4+1, crit 19-20 x2, range 10ft
Short spear: Atk +5 melee, +4 thrown, Dmg 1d8+1, crit x3, range 20ft

After nine years he is now a veteran of the guard. They put him in charge of the new recruits to see if he can keep them out of trouble, and maybe teach them something.
 
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Nitpick. Warriors have a CR of 1 less than their Warrior level like all other NPC classes. A level 1 NPC class has CR 1/2.
 


Good thread, I like the idea.

Nope. Looks good apart from that. Interesting idea, I'd like to see a Commoner over the course of a lifetime thread too :D. Of course I'll argue that a commoner 1 is not worth CR 1/2, no matter what WotC says.
 

Well, no. But I'd argue that a 1st Level Fighter or Barbarian with 18 Str, 18 Dex, 18 Con, 18 Int, 18 Wis, and 18 Cha isn't CR1 either. But it sure is simpler.
 

Human Guardsman (Officer)

John, Human Guardsman, Night Watch Officer
Warrior L4; med humanoid; AL NG; CR 3; age 32

HD 4d8+4(+3); hp 25;
Init +4; Spd 30 ft; AC 16;
BAB +4; Atk +5 melee or +4 ranged;
SV Fort +5, Ref +1, Will +1;
Str 13, Dex 11, Con 12, Int 11, Wis 10, Cha 10.

Skills (21 points): Bluff +2.5, Climb +3 (0), Intimidate +7, Jump +3 (0), & Ride +3
Feats: Improved Initiative, Toughness, & Weapon Focus: Spear
Languages: Common

Armor: Chain Shirt, +4, check penalty –2, speed 30ft, 25 lbs
Shield, Large Metal, +2, check penalty –2, 15 lbs
Weapons: Dagger: Atk +5 melee, +4 thrown, Dmg 1d4+1, crit 19-20 x2, range 10ft
Short spear, Masterwork: Atk +7 melee, +6 thrown, Dmg 1d8+1, crit x3, range 20ft
Short sword: Atk +5 melee, Dmg 1d6+1, crit 19-20 x2,

Background: When he got to be twenty-eight he started thinking about settling down. He found a merchant's daughter who fancied him, and at thirty they married. The merchant decided to use his infuence to have John promoted to officer. Now at thirty-two he's night watch officer, but an officer none the less. In spite of the hours he works, he has a son and there's another on the way.

Mechanics: While his stats are fairly strait forward I had to put some consideration to his equiptment. I decided that up to 3rd level he would have "humble" gear (wood & leather armor, simple weapons). Now that he is 4th level he has metal armor and weapons.
 

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