NPC Guard over a lifetime

Human Guardsman (Officer)

Johnathen Human Guardsman (Officer)
Warrior L4; med humanoid; AL NG; CR 2.5; age 35 (middle age)

HD 4d8(+3); hp 21;
Init +4; Spd 30 ft; AC 16;
BAB +4; Atk +5 melee or +4 ranged;
SV Fort +4, Ref +1, Will +1;
Str 12, Dex 10, Con 11, Int 12, Wis 11, Cha 11.

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

Mechanics: Middle age doesn't slow him down much. He looses his +1 Con bonus (allong with 4hp and 1 fort), but he gains a +1 Int bonus which will improve how many skill points he gets next level. I decided the loss to Physical Ability scores lowered his CR half a point.
 
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Human Guardsman (Captain)

Captain Johnathen, Human Guardsman
Warrior L5; med humanoid; AL NG; CR 3.5; age 43 (middle age)

HD 5d8(+3); hp 25;
Init +4; Spd 20 ft; AC 17;
BAB +5; Atk +6 melee or +5 ranged;
SV Fort +4, Ref +1, Will +1;
Str 12, Dex 10, Con 11, Int 12, Wis 11, Cha 11.

Skills (25 points): Bluff +3, Climb +3 (-3), Intimidate +8, Jump +3 (-3), & Ride +5
Feats: Improved Initiative, Toughness, & Weapon Focus: Spear
Languages: Common

Armor: Chain Mail, +5, check penalty –5, speed 20ft, 40 lbs
Shield, Large Metal, +2, check penalty –2, 15 lbs
Weapons: Dagger: Atk +6 melee, +5 thrown, Dmg 1d4+1, crit 19-20 x2, range 10ft
Long sword: Atk +6 melee, Dmg 1d8+1, crit 19-20 x2
Short spear, Masterwork: Atk +8 melee, +7 thrown, Dmg 1d8+1, crit x3, range 20ft

Mechanics: For the Warrior Class, 5th level is lame. No Special Class Skills, no Feats, No Ability Bonuses, No savings throw increase. Hit Points, BAB, and Skill Points that's it. So buy cool stuff at 5th level or it's no fun at all.
 
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Human Guardsman (Advisor)

Johnathen Human Guardsman (Advisor/Senior Officer )
Warrior L5; med humanoid; AL NG; CR 2.5; age 53 (old age)

HD 5d8-5(+3); hp 20;
Init +3; Spd 30 ft; AC 14;
BAB +5; Atk +5 melee or +4 ranged;
SV Fort +3, Ref +0, Will +2;
Str 10, Dex 8, Con 9, Int 13, Wis 12, Cha 12.

Skills (25 points): Bluff +3 (4), Climb +3 (0), Intimidate +8 (9), Jump +3 (0), & Ride +5 (4)
Feats: Improved Initiative, Toughness, & Weapon Focus: Spear
Languages: Common

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

Background: After ten years as captian he decides to step down in favor of someone younger (from a better family). They give him the title of Senior Officer which he feels means that he is the oldest guardsman still alive. He's so old that one of his sons, who decided not to be a merchant, is a regular in the guard.

Mechanics: Old age is a serious change. He looses his +1 Str bonus, and his Dex and Con go negative (-1). He gains +1 Wis and Con bonus' which will improve his skills. I decided the loss to Physical Ability scores lowered his CR one point.
 
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Human Guardsman (Advisor)

Johnathen Human Guardsman (Advisor/Senior Officer)
Warrior L6; med humanoid; AL NG; CR 3.5; age 57 (old age)

HD 6d8-6(+3); hp 24;
Init +3; Spd 30 ft; AC 14(19);
BAB +6/+1; Atk +6/+1 melee or +5 ranged;
SV Fort +4, Ref +1, Will +3;
Str 10, Dex 8, Con 9, Int 13, Wis 12, Cha 12.

Skills (29 points): Bluff +4.5 (5.5), Climb +3 (0), Intimidate +9 (10), Jump +3 (0), & Ride +5 (4)
Feats: Expertise, Improved Initiative, Toughness, & Weapon Focus: Spear
Languages: Common

Armor: Chain Shirt, +4, check penalty –2, speed 30ft, 25 lbs
Shield, Small Metal, +1, check penalty –2, 6 lbs
Weapons: Dagger: Atk +6/+1 melee, +5 thrown, Dmg 1d4, crit 19-20 x2, range 10ft
Short spear, Masterwork: Atk +8/+3 melee, +7 thrown, Dmg 1d8, crit x3, range 20ft
Short sword: Atk +6/+1 melee, Dmg 1d6, crit 19-20 x2
 

Human Guardsman (Old Timer)

Old John, Human Guardsman
Warrior L6; med humanoid; AL NG; CR 2; age 70 (venerable age)

HD 6d8-12(+3); hp 18;
Init +1; Spd 30 ft; AC 10(15);
BAB +6/+1; Atk +4 melee or +3 ranged;
SV Fort +3, Ref -1, Will +3;
Str 7, Dex 5, Con 6, Int 14, Wis 13, Cha 13.

Skills (29 points): Bluff +4.5 (5.5), Climb +3 (1), Intimidate +9 (10), Jump +3 (1), & Ride +5 (2)
Feats: Expertise, Improved Initiative, Toughness, & Weapon Focus: Spear
Languages: Common

Armor: Masterwork Studded Leather, +3, speed 30ft, 20 lbs
Weapons: Dagger (2): Atk +4 melee, +3 thrown, Dmg 1d4-2, crit 19-20 x2, range 10ft
Short spear, Masterwork: Atk +6/+1 melee, +5 thrown, Dmg 1d8-2, crit x3, range 20ft
 

Human Guardsman (Old Timer)

Old John, Human Guardsman
Warrior L7; med humanoid; AL NG; CR 3; age 73 (venerable age)

HD 7d8-14(+3); hp 20;
Init +1; Spd 30 ft; AC 10(15);
BAB +7/+2; Atk +5 melee or +4 ranged;
SV Fort +3, Ref -1, Will +3;
Str 7, Dex 5, Con 6, Int 14, Wis 13, Cha 13.

Skills (34 points): Bluff +5 (6), Climb +4 (2), Intimidate +10 (13), Jump +4 (2), & Ride +6 (3)
Feats: Expertise, Improved Initiative, Toughness, & Weapon Focus: Spear
Languages: Common

Armor: Masterwork Studded Leather, +3, speed 30ft, 20 lbs
Weapons: Dagger (2): Atk +5 melee, +4 thrown, Dmg 1d4-2, crit 19-20 x2, range 10ft
Short spear, Masterwork: Atk +7/+2 melee, +6 thrown, Dmg 1d8-2, crit x3, range 20ft
 

Human Guardsman (Old Timer)

Old Timer, Human Guardsman
Warrior L8; med humanoid; AL NG; CR 4; age 92 (venerable age)

HD 8d8-16(+3); hp 23;
Init +2; Spd 30 ft; AC 11(16);
BAB +8/+3; Atk +6/+1 melee or +6/+1 ranged;
SV Fort +4, Ref +0, Will +3;
Str 7, Dex 6, Con 6, Int 14, Wis 13, Cha 13.

Skills (39 points): Bluff +5.5 (6.5), Climb +5 (3), Intimidate +11 (14), Jump +5 (3), & Ride +7 (5)
Feats: Expertise, Improved Initiative, Toughness, & Weapon Focus: Spear
Languages: Common

Armor: Masterwork Studded Leather, +3, speed 30ft, 20 lbs
Weapons: Dagger (2): Atk +6/+1 melee, +6/+1 thrown, Dmg 1d4-2, crit 19-20 x2, range 10ft
Short spear: Atk +7/+2 melee, +7/+2 thrown, Dmg 1d8-2, crit x3, range 20ft
Short spear, Masterwork: Atk +8/+3 melee, +8 thrown, Dmg 1d8-2, crit x3, range 20ft
 


Thank You this was a great journey through the life of old John. I'd like to see Level 9 incarnation just so we can finally farewell the old man as he passes on to his Ancestors:)

Its a funny flaw of the level system though that his stats (most notably HP and CR( actually rise from age 73 to age 92

In fact the other times he had a HP as high was when he was
32 (in his prime)
43 (yes his back aches but he compensates with skill)
57 (what he lacks in speed in makes up for in 'experience' and the shear 'awe factor' he inspires in opponents)

But 92! unless he is something along the lines of Cohen the Barbarian (Discworld) something needs to be done to balance this incredible HP out (and I suppose thats what the Attack of Age rule is for)...
 

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