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| Evandar_TAybara08-10-04, 02:04 AM | Welcome to the 3.5 NPC resource thread. This is the place to post your NPCs for use by other DMs. This thread is for a wide variety of characters using classes/NPC classes/PrCs from 3.5 material only*, but not somewhere to post your min/max builds. Rather, this is for more resourceful information where NPC background/motives are as important as stats and numbers. There should be as many tavern landlords and merchants as bounty hunters and opportunist thieves. *Feel free to use your own NPC classes but remember to post the class information along with your NPCs. Entries should follow this format: Name: NPC name. Role: One-line desription (such as "Merchant Guildmaster"). Setting: The most likely places such a character might be encountered. Background: Should be detailed enough to give us DMs a good idea of the NPCs history and motives, but should not be a 2,000 word essay. Usage: Examples of how the NPC might become involved with the PCs. Stats: Crunchy stuff. Feel free to post constructive criticism on other people’s entries, but this isn’t the place to slate other poster’s creations. Also, feel free to post a reply if you've used any of these NPCs. Evan. [EDIT: Slight change made to layout format.] |
| Evandar_TAybara08-10-04, 02:07 AM | Name: Carad and Gweneth Talmar. Role: Captain and first mate of the Silver Pegasus. Setting: FRCS. Hired crew for ocean voyage, or NPC encounter in any major port. Background: A Northlander from the Moonshae Isles, Carad Talmar has been a sailor for his entire life. He is an expert in his field, and still quite young for a ship’s captain - especially on the kind of voyages he has gained his reputation for. Other than his training and natural skill, the one thing that sets him apart from others in the same profession is his perceptiveness. As well as being a natural leader, his ability to make the right decision under pressure, based on what he perceives to be the correct course of action has earned him the unfaltering respect and loyalty of his crew. A joker at heart, he always has a quip or jest on his tongue and tries to see the funny side of any bad situation, but demands full concentration and seriousness from both himself and his crew when necessary. Strong and agile, Carad stands 5’11” tall with a grace and balance honed from many years at sea, and a knowing stare and half smile permanently etched on his face. Carad has auburn red hair, hazel eyes and pale skin and is 27 years old. Other than in looks, there are very few similarities between Gweneth Talmar and her older half brother. Where Carad is thoughtful, humorous and diligent, Gweneth is rash, straight faced and carefree. Where Carad uses his perceptiveness to make wise decisions, Gweneth makes snap decision on the spur of the moment. Their looks they got from their father, but their personalities came from their different mothers. For all their differences however, they share a love for each other and the sea, and know that each can rely upon the other implicitly. Gweneth has a incredible natural gift for languages and has become the crew’s translator, having picked up the local tongue in most places they have visited. She is quick to anger and easy to insult, especially when at the receiving end of unwanted male attention. Gweneth is an expert duellist, and delights in knocking people down a peg or two by making them look like fools in a duel. Her favourite tactic is to fight defensively using combat expertise to dodge nimbly away from every blow (-9 to hit, +8 dodge bonus). Whilst she hits very rarely using this method, neither do her opponents, whom she verbally insults as they swing their weapon through the space she was standing in, waiting for an opportunity to feint them so she can land a telling blow. Gweneth shares the hair, eye and skin colour of her older half brother, but is slimmer and shorter, at 5’7” in height. Whereas Carad is graceful, Gweneth’s training has turned this talent into an art form where even the simplest movement is a thing of beauty. It is this natural grace that tends to attract much of her unwanted attention, especially in the dockside taverns of the port cities of Faerûn where the inebriated mind perceives graceful beauty as wanton eroticism. On one occasion, Gweneth killed a drunkard who was too far gone to see the danger he was getting himself into. Gweneth is cat-like and dangerous, fond of her beer and a skilled warrior. She is 25 years old. Usage: With a shared love of the sea and the exploration of uncharted seas, this pair of siblings and their skilled crew provide an ideal opportunity for a PC group to traverse the oceans in search of adventure. The more dangerous or adventurous the mission, the more likely they will be to accept it - assuming of course that the PCs can afford their rather high rates. Not that the siblings have a love of money or fine living. Their rates tend to reflect the fact that their typical voyages cost them more in repairs than simple costal runs would, and the Silver Pegasus is a vessel of the highest quality and the finest materials. Though there is the risk of Gweneth taking offence during first encounters with overly friendly male characters [call for sense motive checks if needed], Carad (if present) can usually calm down such situations, thought his sister may insist on a duel of honour if feeling particularly insulted (to first blood only of course). Alternative encounters might include Gweneth being sought out as a skilled translator, or Carad being approached for his knowledge of a certain stretch of coastline or island chain. These services will be provided free of charge, as both siblings love to share what knowledge they possess to those who are interested. Carad and Gweneth have neither any strong religious beliefs or moralistic standing, and it is their sense of adventure that tends to drive any decisions that they take. Stats: Carad Talmar, Mariner 9: CR8; Male Medium Humanoid (human); HD 9d8; hp 54; Init +2; Spd 30 ft.; AC 17(18*), touch 12(13*), flatfooted 15; BAB +6; Grap +9; Atk +10 melee (1d6+4/19-20/x2, +1 cutlass), or +9 ranged (1d10/x3, mwk pistol); Full Atk +10/+5 melee (1d6+4/19-20/x2, +1 cutlass), or +8/+3 melee (1d6+4/19-20/x2, +1 cutlass) and +8 melee (1d6+1/19-20/x2, mwk cutlass), or +7/+7 ranged (1d10/x3, 2 mwk pistols); Space/Reach 5 ft./5 ft.; AL CG; SV Fort +3, Rex +8, Will +7; Str 16, Dex 14, Con 10, Int 9, Wis 18, Cha 15. Skills: Balance +8, Climb +17, Craft (rope making) +5, Listen +10, Profession (sailor) +19, Spot +16, Swim +22, Use Rope +8. Feats: Athletic, Dodge*, Exotic Weapon Proficiency (firearms), Skill Focus (profession [sailor]), Two Weapon Fighting. Languages Spoken: Common, Illuskan. Deity: Valkur. Skills: +2 bonus on Climb and Swim checks from Athletic feat. +3 bonus on Profession (sailor) checks from Skill Focus feat. +5 competence bonus on Swim checks from ring of swimming. Possessions: +2 studded leather armour, +1 cutlass, mwk cutlass, x2 mwk pistols, bag of 10 bullets, powderhorn, ring of swimming, backpack with travelling gear, 750 gp in mixed gems and coin. Gweneth Talmar, Mariner 4/Swashbuckler 3: CR6; Female Medium Humanoid (human); HD 4d8, plus 3d10; hp 42; Init +4; Spd 30 ft.; AC 20(21*), touch 14(15*), flatfooted 16; BAB +6; Grap +6; Atk +12 melee (1d6+4/18-20/x2, +1 rapier); Full Atk +12/+7 melee (1d6+4/18-20/x2, +1 rapier); Space/Reach 5 ft./5 ft.; SA Insightful strike; SQ Grace; AL CN; SV Fort +4, Rex +10, Will +1; Str 11, Dex 19, Con 10, Int 16, Wis 8, Cha 13. Skills: Balance +13, Bluff +10, Climb +7, Craft (sail making) +10, Diplomacy +3, Intimidate +3, Jump +2, Listen +6, Perform (dance) +8, Profession (sailor) +9, Speak Language x7, Spot +6, Swim +10, Tumble +13, Use Rope +11. Feats: Combat Expertise, Dodge*, Improved Feint, Weapon Finesse, Weapon Focus (rapier). Languages Spoken: Alzhedo, Aquan, Chondathan, Chultan, Common, Dambrathan, Elven, Halruaan, Illuskan, Lantanese, Nexalan, Shaaran. Deity: Umberlee. Grace (Ex): +1 competence bonus on Reflex saves. Insightful Strike (Ex): Can apply Intelligence bonus to damage roll with finesse attacks. Can’t use on creatures immune to critical or sneak attacks. Skills: Synergies: +2 Balance (tumble), +2 Diplomacy (bluff), +2 Intimidate (bluff), +2 Jump (tumble). Possessions: +2 studded leather armour, amulet of natural armour +1, +1 rapier, pocket compass, backpack with travelling gear, 500 gp in mixed gems and coin. Mariner Class The Mariner is a variant of the NPC expert class, redesigned to suit the experts of the sea - sailors, pirates, buccaneers and mariners. This class represents the most skilled mariners in society, and most sailors will be simply commoners. Hit Die: d8. Class Skills The mariner’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Listen (Wis), Perform (Cha), Profession (Wis), Speak Language, Spot (Wis), Swim (Str), and Use Rope (Dex). Skill Points at 1st Level: (6 + Int modifier) x4. Skill Points at Each Additional Level: 6 + Int modifier. BAB: Average (¾) as Clerics. Saves: Reflex good. Class Features The following is a class feature of the mariner class. Weapon and Armour Proficiency: Mariners are proficient in the use of all simple weapons, plus the cutlass and rapier. Mariners are proficient with light armour, but not with shields. |
| Dryder08-10-04, 04:50 AM | Ok, again in this thread... :) Silas, male human Commoner: Role: A boy of the streets, he just takes what comes. Info-runner Setting: In the streets of a mayor city. Sometimes (very seldom) in the orphanage (and if so, not for long) Background: His parents died long ago in a fire, which burned down the house where Silas was born. The authorities put Silas into the orphanage where he didn't get along with the headmaster there. So he left one night, and now leads a life where he is constantly on the run from city-authorites and the men of the orphanage. He uses his skills to get fed and loves adventurers. If he can find a group of heroes who are new to town, he waits until he thinks they are "good guys" and introduces himself. He offers his services as a message runner and information gatherer - for a few coppers, of course! Maybe destiny holds something far more important for him, but this depends on your campaign! Motives/Personality: Well, he wants to be able to live a life of his own, and he thinks the path of the adventurer is just what he seeks. So he tries to learn everything he can from adventure groups until the time is right to become a member of one such a group. He misses his parents dearly but keeps those emotions deep inside him. Only sometimes he starts crying, but so that no one sees it. Stats: Silas, Commoner Lvl1: CR 1/2; ECL 1; Medium-size Humanoid (human); HD 1d4; hp 3; Init +2; Spd 30 ft; AC 12 (+2 Dex); Melee unarmed strike -1 (1d3-1); AL NG; SV Fort -1, Ref +2, Will +0; Str 9, Dex 15, Con 16, Int 13, Wis 10, Cha 18. Skills and Feats: Climb (+3), Spot (+4), Use Rope (+6), Escape Artist, Sleight Of Hand; Agile. Equipment: A small knife, ragged clothes and a worn out leather pouch. Stats edited! ;) |
| Evandar_TAybara08-12-04, 10:53 AM | Thanks for the repost and edit Dryder (just need a number for Escape Artist and Sleight of Hand, plus a bonus feat for him being human and you'll be done :)). I'm hoping that this thread will be made "sticky" as I'd rather not be bumping it every couple of days to keep it in view. In the mean time I'd apreciate posts of NPCs or any comments you have just to keep the thread active long enough to give everyone the chance to see it. Cheers, Evan. |
| Evandar_TAybara08-14-04, 07:23 PM | Name: Rondell Whitehorn. Role: Master Gunsmith. Setting: FRCS, Neverwinter (or any major city in a game world where gunpowder exists). Background: Of Lantanese origin, Rondell Whitehorn is a master gunsmith of many years. An old friend of the shipwright Jon Latimer, he has spent many years in the city of Neverwinter crafting cannons for the vessels that the renowned ship builder makes. His real talent however lies in the crafting of personal firearms, and this craft is what he finds most joy and satisfaction within. An unadventurous sort, he is one of the foremost experts in the fields of gunsmithing and alchemy, and has metalworking skills that are matched by very few. Perhaps surprisingly, he is also an accomplished herbalist. A technical genius with an ever active brain and even more active fingers, Rondell is getting on in years and it is beginning to show. His muscles don’t work like they used to and without his glasses he can only see things clearly within a few inches of his face. But his mind is still sharp and his fingers are as steady as a rock. He constantly smokes, grins all the time behind his long white moustache, and says very little. Non-confrontational at heart, he tends to go along with the general consensus of things unless it is something so completely abhorrent to his alignment that he must speak out. He uses a beautifully crafted light pick as a walking stick and occasional weapon, though he’d be the first to admit that he couldn’t hit a sleeping mountain giant from 6 inches with it. At 3’7”, Rondell is tall for a gnome and looks even more so due to the strange platform shoes he normally wears. He has pure white hair and deep blue eyes and is always decked out with one or more tool belts from which hang a wide variety of common and not so common implements. Rondell is 172 years old. Usage: The key thing that drives Rondell is the pursuit of his craft. Spreading the word of his deity through the quality of his work is what pleases him the most and is what will most likely be the link between him and the PCs. Perhaps the characters seek him out to purchase firearms after hearing of his prestigious skills, or maybe they are hired by Rondell to seek out a rare metal ore in some dangerous underground setting. Stats: Rondell Whitehorn, Expert (gunsmith) 8: CR7; Male Small Humanoid (rock gnome); HD 8d6; hp 32; Init +2; Spd 20 ft.; AC 13, touch 12, flatfooted 11; BAB +6; Grap +4; Atk +2 melee (1d3-2/x4, mwk light pick), or +10 ranged (1d8/x3, mwk pistol), or +10 ranged (1d10/x3, mwk musket); Full Atk +2/-3 melee (1d3-2/x4, mwk light pick), or +10 ranged (1d8/x3, mwk pistol), or +10 ranged (1d10/x3, mwk musket); Space/Reach 5 ft./5 ft.; SQ Gnomish racial traits, spell-like abilities; AL LG; SV Fort +2, Rex +4, Will +8; Str 6, Dex 14, Con 11, Int 18, Wis 15, Cha 11. Skills: Appraise +15, Craft (alchemy) +20, Craft (blacksmithing) +15, Craft (gunsmithing) +18, Disable Device +15, Knowledge (architecture and engineering) +15, Listen +15; Open Lock +13, Profession (herbalist) +13, Search +15. Feats: Exotic Weapon Proficiency (firearms), Skill Focus (craft [alchemy]), Skill Focus (craft [gunsmithing]). Languages Spoken: Chondathan, Common, Dwarven, Gnome, Ignan, Illuskan, Lantanese. Deity: Gond. Gnomish Racial Traits (Ex): Low-light vision; weapon familiarity (hooked hammer); +2 save bonus vs. illusions; +1 DC on illusions; +1 attack bonus vs. kobolds and goblinoids; +4 dodge bonus vs. giants; +2 bonus on Craft (alchemy) and Listen checks. Spell-like Abilities: 1/day - dancing lights, ghost sound (DC11), prestidigitation, speak with animals (burrowing mammals only, duration 1 minute). Skills: +3 bonus on Craft (alchemy and gunsmithing) checks from Skill Focus feats. +2 racial bonus on Craft (alchemy) and Listen checks. Possessions: Leather aprons (as padded armour), mwk light pick, mwk pistol, mwk musket, bag of 10 bullets, powderhorn, tool belts with variety of masterwork metal working tools, ivory pipe, box of tobacco, flint and steel, 250 gp in mixed gems and coins. |
| KelanenPrinceofSwords08-17-04, 01:25 AM | Name: Black Poniard Black Poniard, Male Half-Elf Rog 4 / Assassin 4: CR 8; Medium humanoid (half-elf); HD 4d6+4d6+16; hp 43; Init +9; Spd 40 ft. (base spd 30 ft.); AC 19, touch 15, flat-footed 19; Base Atk +6; Grp +9; Atk +12 melee (1d6+4/19-20, +1 wounding short sword), or +12 ranged (1d8+1/19-20, +1 light crossbow); Full Atk +10/+5 melee main hand (1d6+4/19-20, +1 wounding short sword) and +10 melee off hand (1d4+2/19-20, dagger of venom), or +12 ranged (1d8+1/19-20, +1 light crossbow); Space/Reach 5 ft./5 ft.; SA arcane spells (save DC 11 + spell level, 5/3), death attack (Fort DC 15, death or paralysis 1d6+4 rounds), poison (dagger of venom, 1/day, Fort DC 14 negates), poison use, sneak attack +4d6, wounding weapon (1 point of Con damage on a hit); SQ evasion, half-elf traits, improved uncanny dodge, +2 save against poison, trap sense +1; AL CE; SV Fort +4, Ref +13, Will +4; Str 16, Dex 20, Con 14, Int 13, Wis 15, Cha 13. Skills: Appraise +6, Balance +9, Climb +9, Concentration +4, Escape Artist +10, Gather Information +10, Hide +14 (+24 with ring of chameleon power), Jump +10, Listen +8, Move Silently +14, Open Lock +9 (+11 with masterwork thieves’ tools), Spot +10, Tumble +12. Feats: Improved Initiative, Two-Weapon Fighting, Weapon Finesse. Languages: Common, Draconic, Elven. Possessions: +1 wounding short sword, dagger of venom, +1 light crossbow, case containing 10 bolts, +2 leather armor, ring of chameleon power, boots of striding and springing, masterwork thieves’ tools, black rogue’s outfit, jar containing 3 doses of deathblade poison (injury, Fort DC 20, 1d6 Con, 2d6 Con), pouch containing 4 large onyxes (100 gp each), 4 pouches containing spell components. Prepared Spells: 1st - feather fall, obscuring mist, sleep, true strike (2) / cat’s grace, darkness, spider climb. Black Poniard is a handsome, rakish half-elf with a small but muscular build (5 ft. tall, 110 lbs.), 30 years old, with curly black hair, green eyes, an upturned moustache, a goatee, and lightly tanned skin. He has a tattoo of a black sword with a basket hilt on his right upper arm. He is clad in black leather, and wears a short sword and a dagger at his sides. Name: Name: Name: Name Name: |
| KelanenPrinceofSwords08-17-04, 01:40 AM | Name: Black Poniard Role: Infamous assassin-for-hire Setting: World of Greyhawk, any cosmopolitan city (Greyhawk, Dyvers, etc.), or FR city such as Waterdeep or Calimport. Background: Little is known about who the Black Poniard is, or where he came from. It seems likely that he received his training among the Assassins Guild in Greyhawk city, and it is rumored that his first victim was a cruel instructor at the guildhouse. Having earned a reputation for cautious and deliberate effectiveness in his work, the Black Poniard is feared throughout the Flanaess (or the Realms) by those who have made powerful enemies. Stats: Black Poniard, Male Half-Elf Rog 4 / Assassin 4: CR 8; Medium humanoid (half-elf); HD 4d6+4d6+16; hp 43; Init +9; Spd 40 ft. (base spd 30 ft.); AC 19, touch 15, flat-footed 19; Base Atk +6; Grp +9; Atk +12 melee (1d6+4/19-20, +1 wounding short sword), or +12 ranged (1d8+1/19-20, +1 light crossbow); Full Atk +10/+5 melee main hand (1d6+4/19-20, +1 wounding short sword) and +10 melee off hand (1d4+2/19-20, dagger of venom), or +12 ranged (1d8+1/19-20, +1 light crossbow); Space/Reach 5 ft./5 ft.; SA arcane spells (save DC 11 + spell level, 5/3), death attack (Fort DC 15, death or paralysis 1d6+4 rounds), poison (dagger of venom, 1/day, Fort DC 14 negates), poison use, sneak attack +4d6, wounding weapon (1 point of Con damage on a hit); SQ evasion, half-elf traits, improved uncanny dodge, +2 save against poison, trap sense +1; AL CE; SV Fort +4, Ref +13, Will +4; Str 16, Dex 20, Con 14, Int 13, Wis 15, Cha 13. Skills: Appraise +6, Balance +9, Climb +9, Concentration +4, Escape Artist +10, Gather Information +10, Hide +14 (+24 with ring of chameleon power), Jump +10, Listen +8, Move Silently +14, Open Lock +9 (+11 with masterwork thieves’ tools), Spot +10, Tumble +12. Feats: Improved Initiative, Two-Weapon Fighting, Weapon Finesse. Languages: Common, Draconic, Elven. Possessions: +1 wounding short sword, dagger of venom, +1 light crossbow, case containing 10 bolts, +2 leather armor, ring of chameleon power, boots of striding and springing, masterwork thieves’ tools, black rogue’s outfit, jar containing 3 doses of deathblade poison (injury, Fort DC 20, 1d6 Con, 2d6 Con), pouch containing 4 large onyxes (100 gp each), 4 pouches containing spell components. Prepared Spells: 1st - feather fall, obscuring mist, sleep, true strike (2) / cat’s grace, darkness, spider climb. Black Poniard is a handsome, rakish half-elf with a small but muscular build (5 ft. tall, 110 lbs.), 30 yrs. old, with curly black hair, green eyes, an upturned moustache, a goatee, and lightly tanned skin. He has a tattoo of a black rapier with a basket hilt on his right bicep. He is clad in black leather, and a shortsword and dagger hang at his sides. |
| KelanenPrinceofSwords08-17-04, 01:45 AM | Tried to delete first Black Poniard post, but was not granted permission.:confused: |
| KelanenPrinceofSwords08-17-04, 01:54 AM | Name: Chief Drachir the Scarred Role: Orc tribe chieftain Setting: Any wilderness region with an orc lair. Background: Born in squalor among the orcs of the Vile Rune tribe, Drachir managed to survive to adulthood by cunning and viciousness. At 15 yrs. of age, he challenged and beheaded the previous chief, Svyne Gutgorer, in mortal combat, becoming the most recent chieftain of the Vile Rune tribe. Chief Drachir plans to enrich the tribe by selling their services as mercenaries to Iuz the Old (or any BBEG from your fave campaign setting). Crunchies: Chief Drachir the Scarred, Male Orc Bbn 8: CR 8; Medium humanoid (orc); HD 8d12+24; hp 78 (+16 rage); Init +2; Spd 30 ft.; AC 20 (18 rage), touch 12 (10 rage), flat-footed 20 (18 rage); Base Atk +8; Grp +13 (+15 rage); Atk +15 melee (+17 rage) (1d8+6(+8 rage)/x3, +1 elf bane orc double axe), or +11 ranged (1d8+5/x3, masterwork composite longbow); Full Atk +13/+8 melee main (+15/+10 rage) (1d8+6(+8 rage)/x3, +1 elf bane orc double axe) and +13 melee off (+15 rage) (1d8+3(+4 rage)/x3, +1 elf bane orc double axe), or +11/+6 ranged (1d8+5/x3, masterwork composite longbow); SA elf bane weapon (enhancement bonus increases by +2 and +2d6 damage against elves), rage (3/day for 8 rounds); SQ damage reduction 1/ - , darkvision 60 ft., fast movement, improved uncanny dodge, light sensitivity, trap sense +2, uncanny dodge; AL CE; SV Fort +9 (+11 rage), Ref +4, Will +2 (+4 rage); Str 20 (24 rage), Dex 15, Con 16 (20 rage), Int 9, Wis 11, Cha 13. Skills: Intimidate +12, Listen +11, Spot +5. Feats: Exotic Weapon Proficiency (orc double axe), Two-Weapon Fighting, Weapon Focus (orc double axe). Possessions: +1 elf bane orc double axe (both ends), masterwork composite longbow (+5 Str), quiver containing 20 arrows, +1 breastplate, amulet of natural armor +2, silver crown inlaid with 3 garnets (400 gp), 2 gold earrings (10 gp each), pouch containing 30 pp and 4 bloodstones (50 gp each). Chief Drachir the Scarred is a hulking, fearsome orc, 19 years old, his warty yellow skin covered with scar tissue, with a bushy thatch of coarse black hair, beady black eyes, and fangs that protrude from his wide mouth. He carries a black-bladed orc double axe etched with fell runes, and wears a rust-red breastplate bearing the device of the Vile Rune orc tribe. Upon his grizzled brow is a silver, garnet-inlaid crown, and a pair of gold earrings pierce his pointed ears. A turtle shell amulet on a thick leather cord is tightly wrapped around his thick neck. On his broad back is a composite longbow and a quiver of black-fletched arrows. |
| KelanenPrinceofSwords08-17-04, 02:04 AM | Name: Garzog the Horrible Role: Troll clan chieftain Setting: Any remote cavern complex inhabited by trolls (or a mix of trolls and ogres, in which case Greela Hookhorns - see next post - is Garzog's accomplice). Background: Garzog the Horrible is rumored among the giant-kind he lords over to be a direct descendant of Vaprak the Destroyer, demigod of trolls and ogres. An extremely rare mutation has given Garzog four fully functional arms. Ruling over his monstrous subjects with iron claws, Garzog demands frequent tributes in humanoid flesh (particularly humans, dwarves, elves, gnomes and halflings) from his underlings. Optionally, Garzog can be partners in crime with the ogress mage Greela Hookhorns (see next post), who has brought her own loyal ogres to ally with Garzog's trolls. Stats: Garzog the Horrible, Male Four-Armed Troll Ftr 6: CR 12; Large giant; HD 6d8+6d10+84; hp 145; Init +2; Spd 30 ft.; AC 19, touch 11, flat-footed 17; Base Atk +10; Grp +21; Atk +16 melee (1d8+7, bite or claw); Full Atk +16/+16/+16/+16 melee (1d8+7, claw) and +14 melee (1d8+3, bite); Space/Reach 10 ft./10 ft.; SA rend 2d6+10 (per 2 claw attacks that hit); SQ dark vision 60 ft., fire resistance 20 (major amulet of fire resistance), low-light vision, regeneration 5, scent; AL CE; SV Fort +16, Ref +6, Will +6; Str 25, Dex 14, Con 24, Int 8, Wis 10, Cha 8. Skills: Listen +5, Spot +9. Feats: Alertness, Improved Natural Armor (+3), Improved Natural Weapon (bite), Improved Natural Weapon (claw), Iron Will, Multiattack, Track. Languages: Giant. Possessions: Major amulet of fire resistance, large belt of gold-plated leather inlaid with emeralds (12,000 gp total value). Garzog the Horrible is a hideous four-armed troll, with mottled green skin, shiny black eyes, sharp yellow teeth, and long, blood-stained claws. About his neck hangs an amulet of reddish copper in the shape of a flame. |
| KelanenPrinceofSwords08-17-04, 02:12 AM | Name: Greela Hookhorns Role: Advisor (cunning manipulator) of Garzog the Horrible (see above post). Setting: See above, or use Greela and her ogre minions (# dependent on DM's needs) alone. Background: Greela is an exceptional ogress mage, having the blood of a distant white dragon ancestor flowing through her veins. At an early age, she discovered her knack for sorcery, and has developed her powers as time permits ever since. Upon encountering the 4-armed troll chief, Garzog the Horrible (who was engaged in slaughtering a band of young rangers who got too close to his lair), Greela saw an opportunity to manipulate the ferocious troll for her own ends, and beguiled Garzog with her devious charm. Now the two rule over a combined force of trolls and ogres, and plan to wreak havock on the nearby countryside. Stats: Greela Hookhorns, Female Ogre Mage Sor 4: CR 12; Large giant; HD 5d8+4d4+36; hp 68; Init +5; Spd 40 ft., fly 40 ft. (good); AC 17, touch 12, flat-footed 16; Base Atk +5; Grp +14; Atk +10 melee (3d6+8+1d6 fire/19-20, +1 flame greatsword) or +6 ranged (2d6+5/x3, masterwork composite longbow); Space/Reach 10 ft./10 ft.; SA spell-like abilities (CL 9th, at will - darkness, invisibility; 1/day - charm person (DC 14), cone of cold (DC 18), gaseous form, polymorph, sleep (DC 14)), spells (save DC 14 + spell level, 6/7/4); SQ dark vision 90 ft., low-light vision, regeneration 5, spell resistance 19; AL NE; SV Fort +9, Ref +3, Will +7; Str 20, Dex 12, Con 18, Int 14, Wis 14, Cha 18. Skills: Concentration +16, Listen +14, Spell craft +14, Spot +14. Feats: Combat Casting, Combat Expertise, Improved Disarm, Improved Initiative. Languages: Common, Dwarven, Giant, Orc. Possessions: +1 flame greatsword, ring of protection +2, platinum chain (1,000 gp) with large sapphire pendant (6,000 gp), 4 pouches containing spell components, large pouch containing 3 aquamarines (50 gp each), 13 pp, 25 gp, 9 sp and 4 cp. Known Spells: 0 - resistance, acid splash, detect poison, detect magic, daze, flare / 1st - shield, magic missile, expeditious retreat / 2nd - scorching ray. Greela Hookhorns has a typical appearance for a female ogre mage. She has bluish green skin, long black hair worn in a ponytail, a pair of curved ivory horns protruding from her forehead, and black teeth and claws. Her dark eyes have small white pupils. She wears a dirty, tattered gray robe cinched at the waist with a frayed rope, from which depend several pouches. About her thick neck hangs a platinum chain with a large sapphire pendant. In her hands is a large greatsword with a blade of reddish steel, and a large composite longbow and quiver of arrows are strapped to her humped back. |
| Evandar_TAybara08-17-04, 12:09 PM | Excellent selection of adversaries, Kelanen. If you want to delete your double-post, the best thing to do is just to edit it and delete the text. Thanks for the input :) Evan. |
| Evandar_TAybara08-17-04, 06:04 PM | Name: Johannas Bieron. Role: Court/political spy. Setting: Any city. Background: The bastard son of a high ranking lord of the realm, Johannas had all of the benefits of a courtly upbringing but without the station it usually brings. All but ignored by his father, his mother (an unmarried low-ranking court lady) brought him up against the advise of her friends and family who were hoping she would have him adopted off to some wealthy merchant or public servant. With no actual station or rank of his own, Johannas spent most of his youth as a page boy, suffering the insults and abuse due to his parentage with gritted teeth and tough skin. It was during this time that he learnt how to blend into backgrounds and make himself appear as insignificant as possible - a skill that saved him from numerous beatings over the years. It was this talent that brought him to the attention of the woman who was to become his teacher and mentor. Around about his 10th birthday, Johannas was approached by the king’s bard Giana Tarr, who offered to take him under her wing to train as her apprentice. Although surprised by this offer (he had never shown any real talent for music), Johannas jumped at the opportunity, if only to keep him away from the abuses of the other page boys. Over the next four years, he learnt the basics of the bardic talents, and began to develop the magic of bardic song. His lack of talent for music proved true however, and it was through poetics and narrative that these talents were developed. His training also concentrated on the skills and ways of the court, and developed his talents for subtlety and stealth. Shortly after his 14th birthday, Giana Tarr revealed to him the true nature of her role within the court - that of the king’s spy, and her real reason for training him - to be her aide and eventual successor. In the years since then, Johannas has further developed his skills and bardic abilities and is now an accomplished spy in his own right, though still only a novice when compared to the talents of his mentor. He has recently moved away from his home city, and now acts as the king’s spy within the aristocracy of his new home. His father remains unknown to all but him and his mother, a situation he enjoys as it gives him certain leverage and benefits as his father would like the knowledge of his relationship to Johannas to stay hidden. Johannas is of average height and build, and nondescript in most ways, or at least appears to be so. He is in his late twenties. Usage: Johannas can be used in a multitude of ways depending on the relationship the PCs have with the aristocracy and officials of the city he is based in. Perhaps he enlists the help of the characters in a case of courtly intrigue or political wrangling. He might end up as an adversary of the group if their patron or employee is in disfavour with the king. Or perhaps his father is worried about the threat to his honour that Johannas posses, and hires the PCs to eliminate that threat. Any changes made to his background (especially his city of origin, liege and mentor) can open up other avenues where Johannas may encounter the PCs. Stats: Johannas Bieron Bard 4 (ECL 4) Male Medium Humanoid (human) Hit Dice: 4d6+8 Hit Points: 24 Initiative: +7 Speed: 30 ft. Armour Class: 15(+3 Dex, +2 bracers), touch 10, flatfooted 12. BAB: +3; Grapple: +3 Attack: Mwk dagger +4 melee (1d4/19-20), or mwk dagger +7 ranged (1d4/19-20). Full Atk: Mwk dagger +4 melee (1d4/19-20), or mwk dagger +7 ranged (1d4/19-20). Space/Reach: 5 ft./5 ft. Special Attacks: Bardic music, spells. Special Qualities: Bardic knowledge, bardic music, spells. Alignment: Neutral. Saving Throws: Fort +3, Rex +5, Will +3 Abilities: Str 11[-], Dex 17[+3], Con 14[+2], Int 13[+1], Wis 8[-1], Cha 15[+2]. Skills: Bluff +6, Diplomacy +11, Disguise +7, Gather Information +11, Hide +8, Knowledge (nobility and royalty) +4, Listen +6, Move Silently +12, Perform (oratory) +9, Search +5, Sense Motive +5. Feats: Investigator, Negotiator, Stealthy. Languages Spoken: Common, Elven, local language (if any). Deity: None (or appropriate deity of your choice). Bardic Knowledge: Modifier +5. Bardic Music: Countersong, fascinate, inspire courage +1, inspire competence. 4/day. Skill Modifiers: +2 bonus on Diplomacy, Gather Information, Hide, Move Silently, Search and Sense Motive checks from feats. +2 circumstance bonus on Disguise from disguise kit. (all figured in to above skill modifiers) Possessions: Bracers of armour +2, x2 mwk dagger (one kept hidden within his boot), ring of mind shielding, disguise kit, mwk thieves tools - both hidden with a large copy of “Tales of the Realm” which is locked (DC35) and protected by a variant fire trap spell, which is set up to destroy the book and its contents if opened by anyone other than Johannas (the opener remains unharmed other than a little singeing of their fingers). Spells: 3/3/1, 0-level: Detect magic, know direction, lullaby, mage hand, message, prestidigitation; 1st-level: Comprehend languages, expeditious retreat, sleep; 2nd-level: Alter self, invisibility. |
| DougC09-21-04, 01:06 AM | Character Name: Lord Aramil Class: Aristocrat Level: 12 Race: Human Alignment: Lawful Evil Deity: None Size: Medium Age: 26 Gender: Male Height: 5' 10” Weight: 185 lb. Eyes: Green Hair: Black Skin: Tan Abilities Score Modier STR: 12 +1 DEX: 13 +1 CON: 12 +1 INT: 16 +3 WIS: 15 +2 CHA: 16 +3 HP: 64 AC: 19 Touch: 11 Flat Footed: 18 Initiative: +1 Saving Throws Total Base Save Ability Modifier Fortitude: +5 +4 +1 Reflex: +5 +4 +1 Will: +10 +8 +2 Base Attack Bonus: +9/+4 Spell Resistance: 13 (armor) Grapple: +10 +9/94 +1 Total Base Attack Bonus Strength Modifier Attack Attack Bonus Damage Critical Range Type Notes Mighty Composite +10/+5(+8 w/Rapid Shot 1d8+1 x3 165 ft. MR see Feats Longbow +1 Attack Attack Bonus Damage Critical Range Type Notes Flame +4d6 fire damage/ Tongue +11/+6 1d8+1 19-20/x2 - MM 30 ft. range, 1/day Attack Attack Bonus Damage Critical Range Type Notes Morning Star +10/+5 1d8 x2 Skills: Skill Name Key Ability Skill Mod. Ability Mod. Ranks Misc. Mod. Appraise INT +10 +3 7 Bluff CHA +11 +3 8 Diplomacy CHA +17 +3 10 +4 Disguise CHA +13 +3 8 +2 Forgery INT +9 +3 6 Gather Info. CHA +10 +3 7 Handle Animal CHA +6 +3 3 Intimidate CHA +17 +3 12 +2 Knowledge (Geography) INT +10 +3 7 Listen WIS +11 +2 9 Perform (Storytelling) CHA +6 +3 3 Ride DEX +12 +1 9 +2 Sense Motive WIS +12 +2 10 Spot WIS +7 +2 5 Survival WIS +8 +2 6 Swim STR +5 +1 4 Speak Language INT +3 Feats: Point Blank Shot Far Shot Precise Shot Rapid Shot Quick Draw Armor: Full Plate +1 Type: Heavy AC Bonus: +9 Max Dex: +1 Check Penalty: +6 Spell Failure: - Speed: 20 ft. Weight: 50 lb. Special Properties: SR 13 Light Load: 43 lb. Medium Load: 86 lb. Heavy Load: 130 lb. Lift Over Head: 130 lb. Lift Off Ground: 260 lb. Push or Drag: 650 lb. Protective Item: Ring of Evasion Languages: Common Draconic Dwarven Elven Giant Gnoll Gnome Halfling Orc Undercommon Aramil was born to the brother of King Thorarin and wanted for nothing growing up save, perhaps, for the attention of his father, Saermund, who seemed to always be away on errands or missions for the King. Aramil's mother loved him very much and lavished him with attention, but still Aramil was somewhat unreceptive of his mother's adulation. His teacher, Vandrad, often attempted to be a father figure to Aramil, but with little success. Other than an absentee father, Aramil's childhood was pretty much normal for a boy born into a Royal Family. He always had the best of everything, he suffered no maltreatment, and was seldom ever ill beyond a common winter cold. Thus, it is difficult to comprehend where he obtained his passion for his boyhood hobby: the cruel and inhumane torture of small animals. This was, of course, something that he kept to himself, bringing his “test subjects” to the most isolated of locations to run his “experiments.” At the age of 19, Aramil was called upon by King Thorarin to serve in the Royal Army to fight against an invading Orc hoard. The war lasted a little over a year and at the age of 21, Aramil was granted a small demesne in return for his loyal service in the King's Army. Now, five years later, the little thorpe that sprung up around Aramil's manor has grown into a small village and he is one of the most kind, generous, and beloved Lords in King Thorarin's realm. Unbeknownst to his adoring subjects, his family, the King, or anyone, Arimal conducts regular “experiments” in his “laboratory” under his manor house. These “experiments” are in the pain tollerances of humans and humanoids. His Chamberlain, Elva, a female human necromancer, assists him in the acquisition of his “test subjects,” as they call them. Aramil's laboratory is, in reality, a torture chamber filled with every torture device known to man. His “experiments” usually end with the death of his “test subjects,” at which time, Elva takes them for her own experiments. Aramil's Manor Size (acres): 640 Forest (acres): 96 Pasture (acres): 32 Waste (acres): 32 (80% marsh, 20% buildings and roads) Arable (acres): 480 (456 staples, 24 cash crops) Cultivated (2/3 arable): 320 Fallow (1/3 arable): 160 Pop. (2/arable acre): 980 Income Modifiers: Warm climate +20% income based on arable, Dam +10% watermill and millpond income, Mill (other) +20% income to industry, Plant Growth +33% income on agriculture. Income Sources Income/Unit Quantity Income (coin) Beehive (per hive) 1gp 9 9 Carpenter 11.5gp 2 23 Dovecote 5gp 1 5 Forest 4gp 96 acres 384 Livestock (per acre of pasture and fallow acres) 17gp 192 acres 3,264 Mill (grain) 575gp 2 1,150 Millpond 29gp 2 58 Mine - 0 0 Pound, animal (all acres) 1gp 640 acres 640 Oven, communal 134gp 1 134 Quarries - 0 0 Smith 11.5gp 2 23 Staples (per cult. acre) 7.2gp 320 acres 2,304 Cash Crops (per acre) Cotton 85gp 0 0 Flax and Hemp 75gp 5 375 Lumber 400gp 7 2,800 Olive Grove 300gp 2 600 Orchard 10gp 2 20 Wool 5.5gp 0 0 Vineyard 170gp 8 1,360 Manorial Rights (per adult) Fees 5.75gp 980 5,635 Justice 3.8gp “ 376 Rent 4.8gp “ 474 Tax 1.9gp “ 188 Toll 0.5gp “ 49 Weekly Market 1gp “ 980 Biannual Fair 4gp “ 3,920 Miscellanious (Income Modifiers) “ 4,863 Gross Income: 29,634gp Expenses Expense Type Expense Amount Alms (5%) 1,488 Assarting (per acre) 350 Maintenance Consumption (10%) 2,967 Construction 0 Maintenance and Repair (Minor Mishaps: 3%) 889 Scutage 0 Tax (20%) 5,934 Staff Chamberlain 300 Household and Kitchen 1,253 Laborers 1,009 Managerial Staff 757 Personal Staff Steward 360 Barber 300 Doctor 300 Falconer 300 Huntsmen 300 Keeper of the Wardrobe 300 Tailor 200 Other Servants 50 Total Expenses: 17,057 Profit: 12,577gp The Village of Ocuchalet (http://www.aarg.net/~minam/towns.cgi?size=3&seed=) Variant as suggested by Dash Branaghan: Aramil could be have a split personality with neither of the personalities aware of the other. One personality is the kind, generous town lord described above and the other a “Jack the Ripper” type. With this variant, Aramil could hire the PCs to find out who's been killing the townsfolk, not knowing that it is he who is guilty. Notes: Lord Aramil was created using the 4d6, drop the lowest, and assign scores as wanted method. He began with a 9 CON and added 1 point to his CON score at levels 4, 8, 12. His possesions and equipment are kept minimal on purpose, allowing for each individual DM to give him whatever they see fit for their campaigns. Lord Aramil's manor was created using the Manor Generating System found in A Magical Medieval Society: Western Europe by Expeditious Retreat Press (a link to which can be found by clicking the “DM's Treasure Hoarde” link in my sig.) A material used from AMMS:WE is Open Game Content. I used Jamis Buck's Town Generator to generate the village Ocuchalet. Manor Aramil's finances were calculated without taxes from Ocuchalet, to allow individul DM's to determine their own tax rate for the village. However, keep in mind that whichever variant of Lord Aramil is used, he should be well known as a kind, generous, well liked man, his darker, evil side being kept secret until the PCs discover his true nature. :schemes: PS: I apologize for some of the formatting, I really don't understand why the editing box won't recognize spaces and tabs copied and pasted from a word processor, but after hours of calculating, recalculating, typing, retyping, editing, and re-editing due to stupid errors in my calculations and annoying little typos, I really don't feel like editing any more right now. I will edit for easier reading in the near future, however. I hope you like Aramil. :) |
| Evandar_TAybara09-21-04, 02:57 AM | Well I guess they must have fixed the search function for someone to find this thread! DougC, this is the old and defunct NPC thread which has been replaced by the Encounter thread. I'll repost Lord Aramil over there later today, unless you beat me to it :) Evan. |
| DougC09-21-04, 03:05 AM | Well I guess they must have fixed the search function for someone to find this thread! DougC, this is the old and defunct NPC thread which has been replaced by the Encounter thread. I'll repost Lord Aramil over there later today, unless you beat me to it :) Evan. Sorry. I've only had like two hours sleep in the past two days, didn't realize. :embarrass |
| Evandar_TAybara09-21-04, 12:56 PM | Actually, on second thoughts I will wait for you to repost this - got as far as the weapons section when editing him and went: :confused: Just in case you are yet to catch up on sleep, here's the thread link :) Clicky. (http://boards1.wizards.com/showthread.php?t=299444) Evan. |