NPC Supermarket Exchange

Post/Author/DateTimePost
#1

ice_miller

Feb 21, 2008 16:56:31
NPC Supermarket Exchange

Here's how it works: Need a specific NPC, make a polite request; got a couple of cool NPCs, post them. This thread is designed to help out busy GMs everywhere. Am I crazy? Sometimes. Am I lazy? Yes. I'll go first...

Phineas Crow, Arch Villain Battle Mind
Strong 10 / Battle Mind 10; CR 20; Medium-size humanoid; HD 10d8 + 10d8; hp 180; Mas 18; Initiative +7 (Improved Initiative Feat); Spd 30 ft.; Defense 33; Tch 25; Flat-Footed 30 (+3 Dex, +12 Class, +8 Magic Chainmail Shirt [+3]); BAB +17/+12/+7; Grap +21; Atk: +23 melee (Psi-Blade 2d6+11 dam) or +24 melee (+3 Magic Bowie Hunting Knife 1d4+10 dam) or Psionics; FS 5 ft.; Reach 5 ft.; AL Evil; SV Fort +16, Ref +9, Will +8; Rep +4; AP 6; Str 19, Dex 17, Con 18, Int 19, Wis 15, Cha 18.
Occupation: Criminal (Move Silently, Sleight of Hand)
Skills: Autohypnosis +25, Balance +13, Climb +14, Concentration +27, Craft: Structural, Disguise +27, Drive, Handle Animal, Hide +26, Jump +19, Knowledge: Current Events, Knowledge: Pop Culture, Knowledge: Streetwise +18, Knowledge: Tactics, Profession, Read/Write Language: English, Read/Write Language: German, Repair, Speak Language: English, Speak Language: German, Spot +12, Swim +14.
Feats: Armor Proficiency Light, Armor Proficiency Medium, Blind-Fight, Brawl, Combat Expertise, Improved Trip, Combat Reflexes, Focused, Improved Initiative, Personal Firearms Proficiency (Occupation), Simple Weapons Proficiency, Weapon Focus (Psi-Blade), Wild Talent (Psionics).
Talents: (Strong Hero): Melee Smash, Improved Melee Smash, Advanced Melee Smash.
FX Abilities: Psionics (33 pts): Psi-Blade, Imprint Tattoo, Psychic Shield, Combat Manifestation.
Possessions: Wealth Bonus 60, +3 Bowie Hunting Knife, red Adidas sweat suit, expensive Italian athletic shoes, Armani sunglasses, diamond rings, party favors.
Description: This flashy arch villain considers himself a superstar. Originally from Germany, he lives a cliche' lifestyle and spends too much money on clubs, hot women with big hair, and fast American cars. He likes to drink Veuve Clicquot Champagne, and his favorite food is macaroni and cheese. He listens to loud Eastern European techno music. His sleeves are usually pushed up revealing his elaborate Psionic Imprinted Tattoos which he can activate at any time. He usually doesn't carry a gun, but is quick to show off his shiny Bowie Hunting Knife. His favorite expression is: "Dude, don't bum me out" which he delivers in his thick German accent.
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Now, for a request. Will someone please post a very high level villain Telepath? Thank you kindly.
#2

nerull_02

Feb 22, 2008 1:40:32
Weapon Focus X3 (Psi-Blade): what is this (home rule)?
#3

ice_miller

Feb 22, 2008 11:37:49
Weapon Focus X3 (Psi-Blade): what is this (home rule)?

Nope, just my oversight. I fixed it. So, Nerull, how 'bout that Telepath? I really liked the NPCs that you wrote up for Jacemachine in his Isle de Noir campaign setting. May I post them, please?
#4

brokenoakleys

Feb 23, 2008 13:59:04
Is the red Adidas tracksuit masterwork? :D

Seriously, this thread is a good idea. I'm just wondering if there is a way to organize it so folks don't have to scroll through the whole thing to find the particular NPC they are looking for.

My suggestion is to organize it by dominant class and lvl. As for how to do that computer-wise, I'll leave that to folks with a computer rank skill score higher than my -5.
#5

ice_miller

Feb 23, 2008 16:59:28
Yes, good idea, Broken. If anyone can do this, please let me know. If not, you'll just have to dig for your treasure, much the same way that Crazy Ironstar's Used Car Lot thread works. Great stuff, but you gotta search for it.
#6

nerull_02

Feb 25, 2008 1:43:15
Nope, just my oversight. I fixed it. So, Nerull, how 'bout that Telepath? I really liked the NPCs that you wrote up for Jacemachine in his Isle de Noir campaign setting.

He looks good:D I have already copied him, as a possible future resource for my games. Are you using a D20 modern character generator for those or you are creating them from scratch?
#7

ice_miller

Feb 25, 2008 11:40:41
He looks good:D I have already copied him, as a possible future resource for my games. Are you using a D20 modern character generator for those or you are creating them from scratch?

Ah, dude, from stratch, and let me tell you, it's a pain! It takes so much time. I heard about those generators and I'd like to get my sweaty palms on one of 'em. Can you hook me up?
#8

nerull_02

Feb 26, 2008 1:30:23
For creating your own characters

http://www.pathguy.com/d20modern.htm

For creating non heroic NPCs (great)
http://www.rpgobjects.com/index.php?page=generator&reset=1

For creating both your characters and heroic NPCs
(a great generator but with a few flaws, for example defence)

http://uk.geocities.com/d20modernheroes/
#9

godmoney

Feb 27, 2008 9:06:14
For creating both your characters and heroic NPCs
(a great generator but with a few flaws, for example defence)

http://uk.geocities.com/d20modernheroes/

that is an old version...

here is the newest version

and a thot for how to organize the npcs... the OP could be edited with those hidden/drop down menu like things...
#10

j0lt

Mar 02, 2008 1:28:23
I like to use The Tangled Web's online character sheets for my PCs/major NPCs.
#11

ice_miller

Mar 03, 2008 23:58:41
Dmitriy Ivanov - Former Spetsnaz (CQ specialist/ leader)

Dmitriy Ivanov (Strong Hero 4): CR 4; Medium-size humanoid; HD 4d8+12; HP 31; Mas 17; Init +7; Spd 30 ft; Defense 16, touch 16, flatfooted 13 (+0 size, +3 Dex, +3 class); BAB +4; Grap +7; Atk +7 melee (1d4+6 [+1d4]/19- 20, Knife [street fighting]), or +8 ranged (2d6, Glock 17) or + 7 ranged (1d3 plus poison, throwing knife); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL Self/ Team/ Employer; SV Fort +5, Ref +4, Will +2; AP 1; Rep +0; Str 17, Dex 16, Con 17, Int 13, Wis 13, Cha 12 (+1 4th lvl).
Occupation: Military (Hide, Move Silently)
Skills: Climb +7, Hide +8, Jump +6, Knowledge (Tactics) +6, Move Silently +8, Spot +3, Swim +5.
Feats: Brawl, Combat Expertise, Combat martial Arts, Improved Initiative, Personal Firearms Proficiency, Simple Weapons Proficiency, Street fighting.
Talents (Strong hero): melee smash, improved melee smash
Possessions: Fatigues (jungle), ski mask and gloves, Mesh vest, Backpack., squad-level radio w/radio headset, tactical map, night vision goggles, 2 smoke grenades, gas mask, climbing kit, mastercraft Knife (+1 dam), Glock 17 w/silencer and laser sight, 4 extra clips, 4 throwing knives, 4 doses of knockout poison (homemade equivalent to chloroform less effective, injury, Fort save 17, Unconsciousness 1d3 minutes, Purchase DC 9),

Vladimir Nosov - Former KGB (intelligence, torture, gathering information specialist)

Vladimir Nosov - Former KGB (Charismatic Ordinary 2/Dedicated Ordinary 2): CR 3; Medium-size humanoid; HD 2d6 plus 2d6; HP 16; Mas 10; Init -1; Spd 30 ft; Defense 14, touch 12, flatfooted 14(+0 size, -1 Dex, +3 class,+2 light undercover vest); BAB +2; Grap +3; Atk +3 melee (1d1+1, needle), or +1 ranged (2d8, AKS 74 / always autofire); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL Self/ Team/ Employer; SV Fort +4, Ref +1, Will +4; AP 2; Rep +3; Str 12, Dex 8, Con 10, Int 15, Wis 14, Cha 14.
Occupation: Investigative (Gather Information, Sense Motive)
Skills: Bluff +9, Diplomacy +7, Disguise +9, Gather Information +10, Intimidate +7, Investigate +7, Knowledge (Behavioral Sciences) +7, Knowledge (Civics) +4, Knowledge (Current Events) +6, Knowledge (Streetwise) +6, Profession +3, Read/Write Language +2 (Russian [native], English, Spanish), Sense Motive +10, Speak Language +2 (Russian [native], English, Spanish), Treat Injury +7
Feats: Advanced Firearms Proficiency, Armor Proficiency (light), Deceptive, Personal Firearms Proficiency, Simple Weapons Proficiency
Possessions: Fatigues (jungle), ski mask and gloves, Mesh vest, Backpack, light undercover vest, squad-level radio w/ radio headset, tactical map, standard flashlight, medical kit, torturer kit (+2 intimidate; no included); AKS 74 w/ laser sight, 4 extra clips, 2 Syringes with poisons. Poison 1: Injury poison, initial: 2d6 CON, secondary: 2d6 CON, save DC: 18. Creation DC: 33, purchase DC: 15; Poison 2 Truthtell (Will DC 18 or compelled to speak truthfully for 3d10 minutes).


Nikolay Pupov - Former Russian Mafia (team footsoldier, combat maniac)

Nikolay Pupov - Former Russian Mafia (Tough Ordinary 4): CR 3; Medium-size humanoid; HD 4d10+12; HP 36; Mas 16; Init +2; Spd 30 ft; Defense 17, touch 15, flatfooted 15 (+0 size, +2 Dex, +3 class,+2 light undercover vest); BAB +3; Grap +4; Atk +4 melee (1d6+1, Cleaver) or +2/+2 (1d6+1/1d6, twin cleavers), or +5 ranged (2d6, Micro-Uzi) or +1/+1 (2d6/2d6, Twin Mirco-Uzis/ always autofire); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL Self/ Team/ Employer; SV Fort +5, Ref +3, Will +0; AP 2; Rep +1; Str 13, Dex 14, Con 16, Int 10, Wis 8, Cha 12.
Occupation: Criminal (Disable Device, Move Silently)
Skills: Disable Device +5, Intimidate +7, Move Silently +6, Read/Write Language +1 (Russian [native], English), Speak Language +1 (Russian [native], English), Spot +3
Feats: Advanced Firearms Proficiency, Armor Proficiency (light), Personal Firearms Proficiency, Simple Weapons Proficiency, Two-Weapon Fighting.
Talents (Tough Ordinary):
Possessions: Fatigues (jungle), ski mask and gloves, Mesh vest, Backpack, light undercover vest, squad-level radio w/ radio headset, tactical map, two Cleavers, 4 Micro Uzis (20-rd mags, 40ft range, medium size), 6 extra clips, one fragmentation grenade, one smoke grenade, night vision goggles, Gas Mask.

Nerull, hope you don't mind.
#12

ice_miller

Mar 04, 2008 0:01:54
Sasha Probravnikov (Engineer/Demolitions specialist)

Sasha Probravnikov - Engineer/Demolitions (Smart Ordinary 3/Strong Ordinary 1): CR 3; Medium-size humanoid; HD 3d6+6 plus 1d8+2; HP 25; Mas 14; Init +2; Spd 30 ft; Defense 16, touch 14, flatfooted 14 (+0 size, +2 Dex, +2 class, +2 light undercover vest); BAB +2; Grap +3; Atk +3 melee (1d4+ stun, Tazer), or +4 ranged (2d8, AKS 74); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL Self/ Team/ Employer; SV Fort +4, Ref +3, Will +2; AP 2; Rep +1; Str 12, Dex 14, Con 14, Int 15, Wis 10, Cha 8.
Occupation: Technician (Computer Use, Craft [mechanical], Repair)
Skills: Computer Use +8, Craft (chemical) +10, Craft (electronic) +7, Craft (mechanical) +11, Decipher Script +6, Demolitions +8, Disable Device +7, Jump +3, Knowledge (Physical Sciences) +7, Knowledge (Tactics) +5, Knowledge (Technology) +7, Navigate +4, Profession +1, Read/Write Language +1 (Russian [native], English), Repair +9, Research +7, Search +5, Speak Language +1 (Russian [native], English)
Feats: Armor Proficiency (light), Builder (Craft [chemical], Craft [mechanical]), Personal Firearms Proficiency, Simple Weapons Proficiency
Possessions: Fatigues (jungle), ski mask and gloves, Mesh vest, Backpack, light undercover vest squad-level radio w/ radio headset, tactical map, standard flashlight, medical kit, torturer kit (+2 intimidate; no included), Tazer, AKS 74 w/ laser sight, 4 extra clips, 2 fragmentation grenades, 2 flash bang grenades, 2 Demo packs (demo pack: 4 linked blocks of C4 connected to a radio control or timer detonators; 10d6, concussion,16 ft burst, Ref 18), 1 Scratch-Built Explosive (Complex 6d6, 15 feet burst, Ref 15), 6 detonators (2 timed, 2 radio controlled, 2 laser tripwire), Det Cord, Gas Mask, Night vision goggles, Demolition kit, multipurpose tool.

Anja Yanshina (Sniper/Marksman speciality)

Anja Yanshina- Sniper/Marksman (Fast Ordinary 4): CR 4; Medium-size humanoid; HD 4d8; HP 18; Mas 10; Init +3; Spd 30 ft; Defense 18, touch 18, flatfooted 15 (+0 size, +3 Dex, +5 class); BAB +3; Grap +4; Atk +4 melee (1d4, tazer), or +6 ranged (2d6, PMM Makarov) or + 7 ranged (2d10 Druganov SVD); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL AL Self/ Team/ Employer;; SV Fort +1, Ref +5, Will +3; AP 2; Rep +1; Str 12, Dex 16, Con 10, Int 12, Wis 14, Cha 8.
Occupation: Adventurer (Knowledge [Tactics], Spot)
Skills: Balance +8, Escape Artist +5, Hide +12, Knowledge (Tactics) +6, Move Silently +12, Read/Write Language +1 (Russian [native], English), Speak Language +1 (Russian [native], English), Spot +9, Tumble +10
Feats: Dead Aim, Far Shot, Personal Firearms Proficiency, Simple Weapons Proficiency, Stealthy
Possessions: Fatigues (jungle), ski mask and gloves, Mesh vest, Backpack, light undercover vest squad-level radio w/ radio headset, tactical map, standard flashlight, PMM Makarov 9mm autoloader (12 box, small, 30ft) w/ laser sight, 2 extra Makarov clips, Druganov SVD sniper rifle w/ silencer (10 box, large, 100 ft, S, +1 mastercraft ) , 2 extra sniper rifle clips, binoculars, 1 claymore mine, 1 laser tripwire detonator.

These are courtesy of Nerull.
#13

ice_miller

Mar 04, 2008 0:05:17
Svetlana Novik – (Vehicle Specialist - Spotter for Anja)

Svetlana Novik -Vehicle Specialist / Spotter (Fast Ordinary 2/Tough Ordinary 2): CR 3; Medium-size humanoid; HD 2d8+2 plus 2d10+2; HP 24; Mas 13; Init +3; Spd 30 ft; Defense 19, touch 19, flatfooted 16 (+0 size, +3 Dex, +6 class); BAB +2; Grap +2; Atk +2 melee (1d6, Metal Baton), or +5 ranged (2d6, PMM Makarov) or +6 ranged (2d6, MP5) ; FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL Self/ Team/ Employer; SV Fort +3, Ref +5, Will +2; AP 2; Rep +0; Str 10, Dex 16, Con 13, Int 12, Wis 14, Cha 8.
Occupation: Military (Drive, Pilot)
Skills: Craft (mechanical) +6, Drive +13, Hide +8, Move Silently +8, Pilot +12, Read/Write Language +1 (Russian [native], English), Ride +6, Sleight of Hand +4, Spot +7
Feats: Aircraft Operation (Helicopters) [OR Surface Vehicle Operation (Powerboat)], Drive-By Attack, Personal Firearms Proficiency, Simple Weapons Proficiency, Vehicle Expert
Possessions: Fatigues (jungle), ski mask and gloves, Mesh vest, Backpack, squad-level radio w/ radio headset, tactical map, standard flashlight, Metal Baton, PMM Makarov 9mm autoloader (12 box, small, 30ft), 2 extra Makarov clips, MP 5 w/scope and laser sight, 4 extra MP clips, 1 flash bang grenade, 1 smoke grenade, 1 fragmentation grenade, Range finding electro-optical binoculars, , Light sticks, Compass, fibber optic camera (3foot cable with monitor), Gas Mask, 1 claymore mine, trap kit.

Thanks to Nerull. Original character concepts by Jacemachine from his "Black Island" campaign setting.
#14

nerull_02

Mar 04, 2008 3:05:01
No problem

Telepath working for an intelligence agency
Erich Steiner : (Charismatic 3/Smart 2/ Telepath 7): CR 12; Medium Humanoid (Human); HD 12d6+12, hp 60, Mas 15; Init +6, Spd 30 ft.; Def 18 (+2 Dex, +4 class, +2 light undercover vest); BAB +5, Grap +4; Atk +9 ranged (2d6, Glock 20); S/R 5 ft./5 ft.; AL intelligence service; SV Fort +5, Ref +6, Will +7; AP 6, Rep +6; Str 08, Dex 14, Con 12, Int 14, Wis 10, Cha 18.
Occupation: Investigative (class skills: Computer Use, Investigate; bonus feat: Personal Firearms Proficiency)
Skills: Autohypnosis +8; Bluff +13; Computer Use +12; Concentration +10; Diplomacy +13; Disguise +10; Gather Information +15; Intimidate +13; Investigate +18; Knowledge: Behavioural Sciences +12; Knowledge: Civics +4; Knowledge: Current Events +8; Knowledge: Streetwise +12; Psicraft +7; Research +10; Sense Motive +4; Read/Write Language +3 (German [native], English, Spanish, Japanese); Speak Language +3 (German [native], English, Spanish, Japanese).
Feats: Armour Proficiency (light); Deceptive; Double Tap; Educated: Knowledge (Behavioural Sciences) & Knowledge (Streetwise); Heroic Surge: 3x per day; Improved Damage Threshold; Improved Initiative; Personal Firearms Proficiency; Point Blank Shot; Simple Weapons Proficiency; Weapon Focus (Glock 20);Wild Talent (Far Hand/ once per day, Atk action, 40 ft. range).
Talents: Charm (+3 to Cha skills vs females); Combat Manifestation (+4 Concentration while manifesting defensively); Favour (1AP); Power Crystal (a crystal imbued with 5 power points to be used); Psionic Powers (27 Pts/day,save DC 10+power lvl+ key ability modifier, powers discovered 0 lvl 5, 1lvl 4, 2lvl 3, 3 lvl 2); Savant (Investigate +2); Trigger Power ( select one 1st lvl and one 2nd lvl to manifest for no power point cost);
Psionics: 1) 0lvl abilities (10/day at no cost, 1 pt each after that), Burst (self, free action gains +10 speed for 1 round), Detect Psionics (atk action, 6 Quarter circle 60 ft radius, concentration, up to 7 minutes), Far hand (atk action, 40 ft range, unattended object, 5lb, move 15 ft), Missive (atk action, 40 ft range, send a telepathic message 10 words, no reply, will negates), Daze (atk action, 40 ft range, will negates, one person, takes no action for 1 round, creatures of 5 or more HD are not affected); 2) 1st lvl abilities (1pt per use), Charm Person (atk action, 40 ft range, one person, will negates), Attraction (atk action, 40 ft range, 1 hour/lvl, will negates, one creature, plants a compelling attraction in the mind of the target), Object Reading (atk action, touch, one object, concentration up to 70 minutes, no save), Lesser Body Adjustment (Personal, Full-round action, recover 1d8 hp or 1 point of temporary ability damage);3) 2nd lvl abilities (3pts per use), Detect Thoughts (atk action, quarter-circle 60 ft, concentration up to 7 minutes, will negates), Levitate (atk action, personal or 40 ft range, you or willing creature up to 700 lb, 70 minutes, move up or down up to 20 feet each round), Suggestion (atk action, 40 ft range, one creature, 7 hours or until completed, will negates); 4) 3 rd lvl abilities (5pts per use), Lesser Domination (atk action, 170 ft range, one Medium or smaller creature, 7 days, will negates), Mental Blast (atk action, 60 ft range, one creature, will negates, no power resistance, stuns target for 3d4 rounds).
Possessions: light undercover vest, Glock 20 w/laser sight, 2 extra magazines, concealed carry Holster, Power Crystal, Walkie-talkie – Professional-headset, Camera – Digital, Steel Handcuffs, PDA, Wallet containing Driving licence, credit cards and some cash, Concealable microphone, Microtransmitters one build into a watch and one into a pen, gloves, disguise Kit, standard flashlight, official badge of the intelligence service.


I will post more once I finish wih their equip.
#15

ice_miller

Mar 04, 2008 18:05:56
Sweet! Haha. Perfect timing--I need him to use against my PCs...
#16

ice_miller

Mar 20, 2008 15:41:21
Courtesy of Jacemachine's Badlands Campaign with his permission...

_____________________________The GAMBLE BOYS

Dos (NE male human strong1/cha1 ordinary), A former soldier in the Regulars. Friend of Gamble. He’s a fair shot with a long arm. Called Two by the other gang members for his right-hand man status with Gamble. Not too socialble. Has longish pale blonde hair, and burning pale blue eyes. His flesh is tanned from living under the sun.

George Brewster (NE male human strong1/tough3 ordinary), Former cowhand, turned mercenary gun for hire. He’s a biggun’ (Tough) and his weapon of choice is a shotgun… He likes to get in close.

Jesse Bull (NE male human strong1/cha1 ordinary), The Bull, as he is known by his fellow mercenaries, is a mean mo’ fu’— He likes to stab people, and carries around one big honking knife. He and Brewster are bookends of **** and vinegar.

Manuelo Briggs (NE male human strong2/cha2 ordinary), Brimstone Briggs as his name suggests, is from the town of Brimstone in the Known Territory. He caused some trouble in the past when he was younger. His paw were owner of Brigg’s General Supply Store.

Isaac Albaugh (NE male human strong3/bounty hunter 1 ordinary), Son of a preacher man, Padre Albaugh. He turned from the good book and went into hunting men for gold. Signing on with the Gamble Boys has been good to him so far. He also don’t think much for God neither.

Daniel Malenudo (NE male human strong3/desparado1 ordinary), Mad dog Malenudo is a known killer. There is a warrant for his immediate arrest in the city of Brimstone.

Isaac Albaugh
Isaac Albaugh (Dedicated Ordinary 3, Bounty Hunter 2): CR 4; Medium-size humanoid; HD 3d6+3; HP 14+2d8; Mas 13; Init +1; Spd 30 ft; Defense 14, touch 14, flatfooted 13 (+0 size, +1 Dex, +2 class); BAB +2; Grap +2; Atk +2 melee (1d6+0, weapon), or +3 ranged (1d6+0, weapon); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL Self, Gamble, the Boys; SV Fort +5, Ref +4, Will +6; AP 1; Rep +2; Str 10, Dex 12, Con 13, Int 12, Wis 15, Cha 12.
Occupation: Religious (Knowledge [Theology and Philosophy], Listen, Sense Motive)
Skills: Gamble +7, Gather Information +4, Handle Animal +3, Knowledge (Theology and Philosophy) +7, Listen +8, Ride +3, Sense Motive +7, Survival +8, Treat Injury +7
Feats: Animal Affinity, Personal Firearms Proficiency, Simple Weapons Proficiency, Track
Nowhere to run pg. 166 (sdwndr:rcld)
Hogtying pg. 166 (sdwndr:rcld)
Possessions: Peacemaker, lasso, Harper II Rifle, leather rifle scabbard, tobacco (1 oz.), corn husk rolling papers, custom boots, fancy holster, gloves, canteen, cowboy hat, cloth overcoat, fancy spurs, men’s plain suit, compass, bandanna, (3) days rations, 8 oz. tin (tea), oil lantern, 30’ hemp rope, (42) bullets; Wealth +7
Skill points: 6 to spend before he's fully ready. Bounty Hunter levels are from Sidewinder:Recoiled.



George Brewster
George Brewster (Tough Ordinary 4/Strong Ordinary 1): CR 4; Medium-size humanoid; HD 4d10+8 plus 1d8+2; HP 37; Mas 15; Init +2; Spd 30 ft; Defense 16, touch 16, flatfooted 14 (+0 size, +2 Dex, +4 class); BAB +4; Grap +5; Atk +5 melee (1d6+1, club), or +6 ranged (2d10, Harper twin barrel shotgun); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL Gamble, Dos, The Boys; SV Fort +5, Ref +3, Will +1; AP 2; Rep +1; Str 13, Dex 14, Con 15, Int 12, Wis 10, Cha 8.
Occupation: Rural (Handle Animal, Survival)
Skills: Climb +9, Craft (structural) +5, Intimidate +3, Ride +7, Spot +6, Survival +6
Feats: Endurance, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Track

Possessions: club, Harper Twin Barrel shotgun*, cowboy boots, Denim Overalls (handmade), he has a leather pouch worn at his side containing (24) shotgun shells, Tobacco (1 oz.), Shoulder sling (shotgun), gloves, pocket knife, pouch of jerky, straight razor, crackers, canteen, 25’ hemp rope; Wealth +6.
* Harper Twin Barrel uses the stats and description of the Remington-Whitmore M1873 Pg. 142 of Sidewinder: Reloaded. Stats found on Pg 135.


Manuelo "Brimstone" Briggs
Manuelo Briggs (Smart Ordinary 2/Fast Ordinary 2/Charismatic Ordinary 1):
Occupation: Blue Collar
Possessions: blue-metal knife, peacemaker, shoulder holster, cartridge belt, (42) bullets, shirt, trousers, (2) socks, straight razor, cigar, suspenders, military boots, bandana; Wealth +7),
"Brimstone" Briggs as his name suggests, is from the town of Brimstone in the Known Territory. He caused some trouble in the past when he was younger. His paw were owner of Brigg’s General Supply Store.


Jesse Bull
The Bull (Strong Ordinary 2/Tough Ordinary 2): CR 3; Medium-size humanoid; HD 2d8+2 plus 2d10+2; HP 24; Mas 13; Init +2; Spd 30 ft; Defense 16, touch 16, flatfooted 14 (+0 size, +2 Dex, +4 class); BAB +3; Grap +5; Atk +5 melee (1d6 S+2, hatchet), or +5 ranged (2d6+0, peacemaker); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL Gamble, Self, The Boys; SV Fort +5, Ref +2, Will +0; AP 2; Rep +0; Str 15, Dex 14, Con 13, Int 12, Wis 10, Cha 8.
Occupation: Criminal (Move Silently, Sleight of Hand)
Skills: Climb +7, Intimidate +3, Jump +7, Move Silently +7, Sleight of Hand +7, Spot +4
Feats: Cleave, Dodge, Personal Firearms Proficiency, Power Attack, Simple Weapons Proficiency
Possessions: hatchet, sheath, peacemaker, derby hat, trousers, cowboy boots, cloth overcoat, plain holster, gloves, (6) matches, plain spurs, compass, oil lamp, flask of whiskey, cartridge belt (holds 50, has 28 rounds), leather shoulder bag, hunk of cheese; Wealth +6.


Daniel Malenudo
Daniel "Mad Dog" Malenudo (Strong Ordinary 2/Fast Ordinary 2): CR 3; Medium-size humanoid; HD 2d8+2 plus 2d8+2 plus 3; HP 25; Mas 13; Init +2; Spd 30 ft; Defense 18, touch 18, flatfooted 16 (+0 size, +2 Dex, +6 class); BAB +3; Grap +5; Atk +5 melee (+2/, ), or +5 ranged (+0/, ); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL Gamble, Self, Money; SV Fort +3, Ref +4, Will +0; AP 2; Rep +0; Str 15, Dex 14, Con 13, Int 12, Wis 10, Cha 8.
Occupation: Rural (Handle Animal, Survival)
Skills: Climb +6, Craft (structural) +4, Escape Artist +5, Handle Animal +3, Hide +5, Jump +6, Knowledge (Streetwise) +3, Move Silently +5, Repair +3, Survival +2, Tumble +5
Feats: Brawl, Personal Firearms Proficiency, Simple Weapons Proficiency, Toughness
Possessions: vest, trousers, military boots, pocket watch with chain, socks, peacemaker, (42) bullets, Mirror, comb, bone-hafted knife, gold hoop earrings (2), torch, flint & steel, (5) nails, ; Wealth +6)
Mad dog Malenudo is a known killer. There is a warrant for his immediate arrest in the city of Brimstone.
#17

nerull_02

Mar 21, 2008 6:00:56
Isaac Albaugh
Isaac Albaugh (Dedicated Ordinary 3, Bounty Hunter 2): CR 4; Medium-size humanoid; HD 3d6+3; HP 14+2d8; Mas 13; Init +1; Spd 30 ft; Defense 14, touch 14, flatfooted 13 (+0 size, +1 Dex, +2 class); BAB +2; Grap +2; Atk +2 melee (1d6+0, weapon), or +3 ranged (1d6+0, weapon); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL Self, Gamble, the Boys; SV Fort +5, Ref +4, Will +6; AP 1; Rep +2; Str 10, Dex 12, Con 13, Int 12, Wis 15, Cha 12.
Occupation: Religious (Knowledge [Theology and Philosophy], Listen, Sense Motive)
Skills: Gamble +7, Gather Information +4, Handle Animal +3, Knowledge (Theology and Philosophy) +7, Listen +8, Ride +3, Sense Motive +7, Survival +8, Treat Injury +7
Feats: Animal Affinity, Personal Firearms Proficiency, Simple Weapons Proficiency, Track
Nowhere to run pg. 166 (sdwndr:rcld)
Hogtying pg. 166 (sdwndr:rcld)
Possessions: Peacemaker, lasso, Harper II Rifle, leather rifle scabbard, tobacco (1 oz.), corn husk rolling papers, custom boots, fancy holster, gloves, canteen, cowboy hat, cloth overcoat, fancy spurs, men’s plain suit, compass, bandanna, (3) days rations, 8 oz. tin (tea), oil lantern, 30’ hemp rope, (42) bullets; Wealth +7
Skill points: 6 to spend before he's fully ready. Bounty Hunter levels are from Sidewinder:Recoiled.

ordinaries can't have advanced classes :D
Besides that they are all great
#18

ice_miller

Mar 21, 2008 12:58:22
ordinaries can't have advanced classes :D
Besides that they are all great

Ahh, you are correct, wise old Jedi. I didn't make these characters, but Jacemachine said I could post them with his blessings. If anyone wishes to use them, just fix the discrepancies first.