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newBlazingAngel
2012-07-05, 12:50 AM
This was an idea I had a little while back while posting in a thread to populate a division of mercenaries. We were given a basic outline of what he needed and in less than a week he had 23 brand new NPCs. I had a great time doing it and thought that a place for free use NPCs was a good idea.

Feel free to post your characters, or even make requests.

Here is the thread that inspired it all: http://www.giantitp.com/forums/showthread.php?t=246251

Halflings, thieves/mercenaries.


10 and 11, The Riffley Brothers, or the twin bastards.

Raolf and Ryle Riffley, the twins. They were raised fatherless and poor. Each left home very quickly, and made a happy living hunting game and winning bar fights. Raolf is a seventh level ranger, who can track a man for a hundred miles. Ryle is a monk who's only ever killed two men. The pair is who the Pheonix Division turns to when a target needs to be found and brought back alive. They are also irish because of reasons.

6, Alton Merla, the sharpshooter.

He was born and raised among a group of bandits. When his sharp eye was discovered, he was tasked with silently dispatching those inbetween the clan and valuables. On a bonked mission involving some alchemists fire he ended up with shrapnel shot into his left eye. The gang left him for dead, and he joined the Pheonix division. The left eye is blind, and completely white, but he can shoot **** eyed just fine. 10th level rogue.[/QUOTE]

24, The Loon.

Not much is known about him except for the fact that he just might be stark raving mad. The Loon is accepted because he's the life of the party. He can drain a dozen mugs, and that does nothing to slow him down. When he first joined, it was a very reluctant process. To test his meddle they put him as the front line on a defensive job, and against all odds, murdered everything that came his way.


Human, NPC classes.

Male Human; Adept 2; CR 1
Medium Humanoid(Human)
HD 2d6; 7 HP
Initiative +0; Speed 60 ft.
AC 11(+1 Dex); Flatfooted 10; Touch 11
Melee Attack +0 (1k6-1, 20/x2 quarterstaff)
Alignment NG; Saving Throws: Fort +0 Ref +1 Will +5
Str 9 Dex 13 Con 11 Int 12 Wis 14 Cha 12
Languages: Common, Elven
Feats: Skill Focus(Heal), Scribe Scroll
Skills: Heal +8, Knowledge(Religion) +4, Spellcraft +6, Diplomacy +3
Equipment: Quarterstaff, robes, holy symbol, Scrolls of Cure Light Wounds
Adept spells prepared:
0- Create Water, Mending, Purify Food and Drink
1- Cure Light Wounds, Bless

Father Marcus is a simple priest from a small village that can't afford having a real cleric. Despite his limited abilities, he helps those under his care as much as he can. Sometimes, he also helps adventurers in exchange for money the village needs.


Human, fighter, town guard.

Male Human; Fighter 2; CR 2
Medium Humanoid(Human)
HD 2d10+4; 15 HP
Initiative +1; Speed 20 ft.
AC 18 (+5 Mw Breastplate, +2 Shield, +1 Dex)
Melee Attack +7 (Mw Longsword 1d8+3 19-20/x2) Ranged Attack +3 (Light Crossbow 1d8)
Alignment LN; Saving Throws Fort +5 Ref +1 Will +1
Str 16 Dex 12 Con 14 Int 10 Wis 12 Cha 12
Feats: Power Attack, Negotiator, Cleave, Weapon Focus(Longsword)
Skills: Intimidate +3, Jump +5, Sense Motive +3, Diplomacy +2
Sergeant Falkenheyn is a hardened leader of one of the town guard posts in a big city. He is quite a good warrior, capable of holding his own against adventurers. He's not very smart or charismatic, but he's reasonable, down-to-earth and he invokes respect in his men, who follow his orders. He doesn't trust adventurers, but if PCs manage to get on his good side, he can be a valuable ally.


Human, unconventional spellcaster.

Lanzae, 10th-Level Witch
Size/Type: Humanoid (Human)
Hit Dice: 10d4 (36)
Initiative: +3
Speed: 30ft
Armor Class: 16 (-1 Dex,), touch 9, flatfooted 16
Base Attack/Grapple: +5/+4
Attack: +4 melee (1d4/19-20/ x2) or +4 melee (1d6-1+1d6 fire/x2)
Full Attack:
Space/Reach: 5ft/5ft
Special Attacks:
Spells: 0 6/day cure minor wounds, dancing lights, daze, detect poison, ghost sound, light, lullaby, mending, message, prestidigitation, stench, touch of fatigue; 1 6/day animate rope, bestow wound, cause fear, charm person, command, doom, entangle, obscuring mist; 2 6/day blindness/deafness, curse of ill fortune, eagle’s splendour, enthrall, fog cloud, scare, summon monster II (viper); 3 6/day bestow curse, call lightning, plant growth, gaseous form, sepia snake sigil, suggestion; 4 5/day charm monster, evil eye, mind fog, remove disease, sticks to snakes; 5 3/day blight, dominate person, cloudkill, kiss of death
Special Qualities: Dabble: Curses (1/day cast verbal spell w Eschew Materials/Silent Spell w/out taking higher spell slot), Mist Magic (Pass w/out trace 1/day 10 min), Serpent Magic (+1 Ref +3 saves v. poison)
Familiar: Tiny viper
Vulnerability: silver (imp. Crit w silver)
Bewitch: Charm person 1/day, +2 DC w touch attack
Hex: Bestow curse 1/day, +2 DC w touch attack
Fire Resistance 10 (ring)
Saves: Fort +4, Ref +2, Will +7
Abilities: Str 4 (-3), Dex 8 (-1), Con 12 (+1), Int 14 (+2), Wis 10 (+0), Cha 16 (+3)
Skills: Bluff +13, Concentration +11, Heal +10, Knowledge (arcana) +11, Spellcraft +11, Survival +4
Feats: Brew Potion, Trackless Step, Combat casting, Imp. Initiative, Extend spell, Silent spell, Still spell.
Challenge Rating: 10
Alignment: Lawful Evil

Lord Sutchensuch

A shortish, early middle-aged man holds your gaze with his dark brown eyes. Wavy brown hair frames his pleasant-looking, clean-shaven face. He wares tastefully rich robes and a number of rings and necklaces. After staring at you for some time, he suddenly blinks and smiles.

Male human sorcerer 6/Diviner 11
NG Medium humanoid (human)
Init: -1; Senses: Spot: +1; Listen: +1
Languages: Abyssal, Eas, Gnome, Infernal
AC: 9 (-1 dex), touch 9, flat-footed 9
HP: 45
Fort: +5, Ref: +4, Will +15
Speed: 30ft
Attack: +7/+2 quarterstaff 1d6/1d6, x2, 4lb, two-handed, bludgeoning OR +7/+2 dagger 1d4, 19-20/x2, range 10ft, 1lb, light, piercing.
Base Attack: +7/+2 (-1 str)
Other: Spells, Enlarge Spell (double range, +1 level slot), Extend Spell (double time length, +1 level slot)
Combat Gear:
Abilities: Str 8, Dex 9, Con 10, Int 17, Wis 12, Cha 14
Special: Hawk familiar.
Feats: As above + Diligent, Iron Will, Spell Focus (Divination), Spell Penetration, Greater Spell Penetration, Scribe Scroll, Craft Magic Item.
Skills: Appraise +10, Bluff +12, Concentration +13, Decipher Script +15, Diplomacy +9, Knowledge (arcana) +13, Knowledge (history) +13, Knowledge (planes) +13, Sense Motive +6, Spellcraft +18
Possessions:
Spell:

Knowledge Checks relating to Lord Sutchensuch:
DC Knowledge (nobility) Result
15 The Sutchensuch are only very newly noble. They were ennobled because of the great wealth the grandfather of the current patriarch, Lord Simeon Sutchensuch, gained through dealing in magical and unusual items.
20 Much of the older nobility is jealous of the wealth and popularity of the Sutchensuches, whom they consider to be upstart merchants. They are spreading rumours that he was only ennobled through dealings with fiends.
25 Although wealth certainly contributed, a much more important reason for the ennoblement of Lord Simeon was that he recovered almost all of the Crown Treasures. Through the use of his own contacts and employees, he achieved what dozens of rogues, spies and adventurers could not.
30 It is rumoured that some of the more interesting magical items among the Crown Treasures made their way into the personal vaults of the Sutchensuch family.

DC Knowledge (local) Result
12 The Sutchensuch family owns and runs “Sutchensuch Supernatural Supplies”, a chain of magical stores. They buy, sell and make all sorts of magical items, including weapons and armour.
15 There are rumours that the Sutchensuch family owe their great success to dealings with fiends.
18 SSS stores are notoriously difficult to break into and/or steal from, as traps and wards abound and almost everything is magically safeguarded in some way. It’s even rumoured that at least some of the statues found in most stores come to life and crush any interlopers into mush.
23 Although most of SSS’s wares are legitimately bought or made by its various employees, adventurers are often hired to obtain more rare and dangerous or difficult to find items, or even those currently in the possession of someone – though they frown heavily upon stealing from a customer of SSS.
26 Sutchensuch is indeed involved with fiends, but in fact he is collaborating with the Grand High Priest of Odin to seek out and destroy demons and their schemes.

Female Human; Swordsage 2, Sorcerer (Battle) 4; CR 6
Medium Humanoid (Human)
HD 6d8+12; 36 HP
Initiative +3; Speed 30 ft.

AC 23 (+2 Dex, +3 cha, +4 chain shirt, +4 shield spell); Flatfooted 10; Touch 11

Melee Attack +10 (1d10+6, 19-20/x2 katana)
Power Attack +7 (1d10+12, 19-20/x2 katana)

Alignment NG; Saving Throws: Fort +4 Ref +11 Will +8
Str 18 Dex 14 Con 15 Int 11 Wis 10 Cha 16

Languages: Common.

Feats: Improved Unnarmed Strike, Power attack, Knowledge Devotion, Ascetic Mage

Skills (pathfinder style. Consider all skill rank pre-req as 3 less, minimum 1): Concentration 11 (6 ranks), Spellcraft 9 (6 ranks), Knowledge Arcana 4 (1 rank), Knowledge Religion 1 (1 rank), Knowledge History 4 (1 rank), knowledge local 4 (1 rank), knowledge Nature 4 (1 rank), Knowledge dungeon 1 (1 rank), Tumble 12 (6 ranks), Diplomacy 8 (2 ranks)

Equipment: Masterwork bastard sword, Steadfast boots, brute gauntlet, vest of resistance+1, chronocharm of the horizon walker, healing belt.

Sorcerer spells know:
0- (5) Detect magic, mending, prestidigitation, mage hand, light
1- (5+1) Shield, critical Strike
2- (2+1) Blur

Manuevers Know (* means readied). IL 4
1- Saphire Nightmare Blade*, moment of perfect mind, mighty throw*, counter charge, leading the attack, Burning Blade*
2- Emerald Razor*

Stances Know
Step of the Wind, Island of Blades


Bio: Clarisse (click for image) is student of an exotic order of warrior monks, trying to understand her gifts and strange dreams. Clarisse is unkowingly a member of the jade phoenix mages, and while she doesn't know it, her entire training is to let her legacy bloom. While this doesn't happen, she searches the world for a place for herself, never quite fitting in. Now she's a bar wench in a famous tavern in a metropolis, and can fight, beat and put outside anyone who tries to be smart.



Human, PC levels, bandits.

Norag
Male Human rogue 3/fighter 3 NE
Init: +3; Spot: +11, Listen: +11
Languages: Eas
AC 19 (+3 Dex, +4 armour, +2 shield), touch 13, flatfooted 16, Dodge (+1AC vs. 1 opponent), Mobility (+4 AC vs. movement AoO)
HP (6HD): 37;
Fort: +5, Ref: +7, Will: +4; Evasion.
Speed: 30ft (Bandit Plate)
Attack: ranged crossbow +8 1d10\19-20/x2 OR melee mwk longsword +6 1d8+1\19-20/x2
Attack options: Spring attack (move before & after melee attack), combat expertise (take from attack roll to add to AC), Whirlwind attack (full attack vs. all nearby opponents), Sneak attack +2d6.
Space/Reach: 5ft/5ft
Abilities: Str 12, Dex 16, Con 12, Int 15, Wis 14, Cha 12
SQ: trap sense +1
Feats: As above + Leadership
Skills: Bluff +6, Diplomacy +5, Escape artist +12, Gather information +10, Hide +13 (Bandit Plate), Intimidate +10, Listen +11, Move Silently +13 (Bandit Plate), Open lock +8, Ride +7, Search +7, Sense motive +11, Sleight of hand +12, Spot +11
Equipment: Bandit Plate (mwk Shadow & Silent Moves wildwood breastplate AB +4 MD +4 ACP –3), mwk heavy wooden shield (AB +2 ACP –1), mwk longsword, mwk heavy crossbow, dagger, Ring of Chameleon Power.

Bandits 1 & 2
Male Human rogue 1/fighter 3 Non-good, non-lawful
Init: +5; Listen: +9
Languages: Eas
AC 18/16 w/out shield) (+1 Dex, +5 armour, +2 shield), touch 11, flatfooted 17/15
HP (4HD): 26, 32
Fort: + 6, Ref: +4, Will: +1
Speed: 20ft
Attack: ranged crossbow +5 1d10\19-20/x2 OR melee mwk longsword +4 1d8+1\19-20/x2
Attack options: Sneak attack +1d6, Trapfinding
Space/Reach: 5ft/5ft
Abilities: Str 12, Dex 12, Con 16, Int 9 Wis 10, Cha 7
SQ: trap sense +1
Feats: Weapon focus (light crossbow) (+1 attack), Improved initiative (+4), Point blank shot, Rapid reload.
Skills: Hide +10, Intimidate +10, Listen +9, Move Silently +10
Equipment: +1 Chain Shirt (AB +5, MD +4 ACP –1), mwk heavy wooden shield (AB +2, ACP –1), mwk longsword, mwk light crossbow, 50 bolts, dagger.

Bandits 3 & 4
Male Human rogue 3/fighter 1 Non-good, non-lawful
Init: +2; Listen: +9
Languages: Eas
AC 18/16 w/out shield) (+1 Dex, +5 armour, +2 shield), touch 11, flatfooted 17/15
HP (4HD): 28, 39
Fort: +6, Ref: +5, Will: +1; Evasion.
Speed: 20ft
Attack: ranged crossbow +6 1d10\19-20/x2 OR melee mwk longsword +4 1d8+1\19-20/x2
Attack options: Sneak attack +2d6
Space/Reach: 5ft/5ft
Abilities: Str 12, Dex 14, Con 16, Int 9 Wis 10, Cha 7
SQ: trap sense +1, Trapfinding, Trapsense +1
Feats: Weapon focus (light crossbow) (+1 attack), Point blank shot, Rapid reload.
Skills: Hide +15, Intimidate +8, Listen +10, Move Silently +12
Equipment: +1 Chain Shirt (AB +5, MD +4 ACP –1), mwk heavy wooden shield (AB +2, ACP –1), mwk longsword, mwk light crossbow, 50 bolts, dagger.

Centaurs, wild men.

Abornazine – Centaur Druid 5
Size/Type: Large Monstrous Humanoid
Hit Dice: 4d8+8+5d8+10 (26 hp)
Initiative: +5
Speed: 50 ft. (10 squares)
Armor Class: 19 (-1 size, +1 Dex, +4 natural, +5 armour), touch 10, flat-footed 15
Base Attack/Grapple: +7/+15
Attack: +1 Great Swordbow +12 melee (2d8+5/19-20) or +1 Great Swordbow (+4 Str bonus) +9 ranged (2d6+5/×3)
Full Attack: +1 Great Swordbow +12 melee (2d8+5/19-20) and 2 hooves +8 melee (1d6+2); or +1 Great Swordbow (+4 Str bonus) +9 ranged (2d6+5/×3)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., wings, animal companion, nature sense, wild empathy, woodland stride, trackless step, resist nature’s lure, wild shape S/M 1/day (retains AC), woodwalk 3/day
Saves: Fort +7, Ref +6, Will +9
Abilities: Str 18, Dex 12(-2), Con 14(-1), Int 10(+2), Wis 13, Cha 14(+2)
Skills: Handle Animal +6, Heal +2, Knowledge (nature) +8, Listen +6, Move Silently +3, Spellcraft +2, Spot +3, Survival +7
Feats: Improved Initiative (+4 init), Powerful Charge (+2d6 damage on charge), Expeditious Dodge (+2 dodge after 40ft move), Improved Natural Armour (+1)
Spells: 0 lvl 5/day DC 12: Cure Minor Wounds (1hp), Detect Poison, Guidance, Mending, Resistance (+1 saves), Dawn (swft, wake sleepers); 1st 3/day DC 13: Entangle (Successful Ref means can move but half speed, plants entangle again on caster’s turn. DC 20 str/Escape Artist to escape & move half speed), Longstrider (+10ft), Crabwalk (std, 5min, +4 attack & no AC penalty on charge); 2nd 2/day DC 14: Briar Web (std, 150ft rng, 40ft radius, 5min, difficult terrain, half speed, 1pt piercing dmg/5ft moved), Heartfire (std, 45ft rng, 5ft radius burst, 5rnds, Fort partial, SR, Outlines, if fail save 1d4 fire dmg or half if succeed); 3rd 1/day DC 15: Spike Growth
Environment: Temperate forests
Organization: 1 + 3 rangers + 4 youths.
Challenge Rating: 7
Treasure: Protector’s Armour (+2 wild woodwalk leafweave studded leather armour, AB+2, MaxDex+7, 10%ASF, 9lb), Wand Cure Moderate Wounds
Alignment: True Neutral
Combat: Spike Growth in centre of enemy, Briar Web, bow. If any escape, Crabwalk, charging from one enemy to another, Wild Shape if too closely engaged for charge. Uses wand as necessary.
Level Adjustment: +2

Centaur Ranger 3 x3
Size/Type: Large Monstrous Humanoid
Hit Dice: 4d8+12+3d8+9 (26 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 18 (-1 size, +2 Dex, +4 natural, +3 studded leather armour), touch 11, flat-footed 16
Base Attack/Grapple: +7/+15
Attack: +1 Longspear +11 melee (2d6+7/x3) or shortspear (with atlatl) +9 ranged (1d8+4/×2, 40ft)
Full Attack: +1 Longspear +11 melee (2d6+7/x3) and 2 hooves +6 melee (1d6+2); or shortspear (with atlatl) +9 ranged (1d8+4/×2, 40ft)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft.
Saves: Fort +7, Ref +9, Will +6
Abilities: Str 18, Dex 14, Con 16, Int 8, Wis 13, Cha 11
Skills: Listen +8, Move Silently +4, Spot +8, Survival +7
Feats: Dodge, Weapon Focus (hoof), Improved Natural Armour
Environment: Temperate forests
Organization: 3 + 1 Protector + 4 youths.
Challenge Rating: 5
Treasure:
Alignment: Chaotic Neutral
Combat: Hangs back with bow.
Level Adjustment: +2

Centaur youths x 4
Size/Type: Large Monstrous Humanoid
Hit Dice: 4d8+8 (26 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +4/+12
Attack: Mwk Longspear +11 melee (2d6+6/x3) or shortspear (with atlatl) +9 ranged (1d8+4/×2, 40ft)
Full Attack: Mwk Longspear +11 melee (2d6+6/x3) and 2 hooves +6 melee (1d6+2); or shortspear (with atlatl) +9 ranged (1d8+4/×2, 40ft)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft.
Saves: Fort +3, Ref +6, Will +5
Abilities: Str 18, Dex 14, Con 15, Int 8, Wis 13, Cha 11
Skills: Listen +3, Move Silently +4, Spot +3, Survival +2
Feats: Dodge, Weapon Focus (hoof)
Environment: Temperate forests
Organization: 4+ 3 rangers + 1 Protector
Challenge Rating: 3
Treasure: Standard
Alignment: Chaotic Neutral
Combat: Hangs back with bow, occasionally gets overexcited and attacks in melee.
Level Adjustment: +2

Link to thread involving an uncopyable table: http://www.giantitp.com/forums/showthread.php?t=206881

Dr Bwaa
2012-07-05, 03:06 PM
Fun, and definitely a good idea. I would suggest, before this really gets rolling, a couple things:

1. For anyone to find this useful, NPCs are going to need to be organized somehow: by race/level/skillset/whatever, but they're going to need to be organized and relatively searchable. That means keeping an up-to-date archive of all submissions, ideally in your OP. If this really kicks off, I hope you're up to the challenge.

2. The other thread worked so well, in my opinion, because there were some restrictions placed on NPC submissions. I know that I'm already partially paralyzed with indecision: you might want to think about doing an "NPC Flavor of the Week" (eg. Halfling Mercenary-type) to help alleviate choice-paralysis. This may also help you when you're organizing them.

I expect I'll have a few to post here soon :smallsmile:

newBlazingAngel
2012-07-05, 03:21 PM
Thank you for the input. Both ideas are very sound. I think I'm willing to take role of book keeper.

Categories:

Race

Class

Level and or challenge or rating

Character type (personality, stereotype)



Okay, as for a theme... Crazy Drunks who are Secretly Awesome.

begooler
2012-07-05, 05:26 PM
I've seen a few of these threads take off then lose steam. Here's one I bookmarked from the Homebrew Forum a while back:

http://www.giantitp.com/forums/showthread.php?t=206881

A table of NPC's from this and past threads would be great.

newBlazingAngel
2012-07-05, 05:46 PM
Here I was thinking it was a completely original idea. Will update the first post with that threads characters.

Blind Orc
2012-07-05, 05:49 PM
You should also have a standard statblock to be used...or it could be very chaotic to read them.

Geostationary
2012-07-06, 06:24 PM
I presume you want the entries to either be fluff or 3.x/pathfinder statblocks+fluff?

newBlazingAngel
2012-07-06, 06:40 PM
Well, if you're posting a NPC that can be in absolutely any game system, just fluff. If the NPC is meant for a specific set of rules, you can post the statblocks.

Frenth Alunril
2012-07-08, 10:57 PM
Could I suggest my random NPC tool? It's pretty rad. It hasn't got any CR or stats, but you can do a lot of the colorful fluff.

I could have it randomly generate the game junk, but then you fall into system traps and I haven't got the time.

Find it in my sig.

Schylerwalker
2012-07-29, 03:07 PM
I love making stock NPC's that I can use for any old town or encounter in the wilderness. Some time later today I'll post some bandits, townsfolk, and maybe other typical medieval type folks.

Razanir
2012-07-31, 01:59 PM
Request: Sir Bearington! Awakened Bear with class levels. Uses Disguise to pass as human and Bluff to make growls sound like language

Averis Vol
2012-07-31, 05:20 PM
Awakened animals can talk though.

Razanir
2012-07-31, 05:49 PM
Real reason: I saw this idea linked to on another post. That didn't have Sir Bearington using actual language
Cover story: He chooses not to use actual language

Sgt. Cookie
2012-07-31, 06:01 PM
There was an old thread I started, might be helpful, might not. It got to about 166 NPCs before it died. NPC concepts in a sentence. Or two. (http://www.giantitp.com/forums/showthread.php?t=223645)