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View Full Version : A Place to Post your NPCs



crimson77
2007-03-30, 02:21 PM
I have realized that often I will spend a great deal of time and effort creating a monster or NPC for my PC's to travel with or battle only to have that NPC be left to rot in the filing cabinet, binder, or in the trash never to be used again. I thought that it might be great to have a place where others can view our memorable NPCs, a place where others can use our NPCs, a place where we can post current NPCs so that they do not become lost, and a place where we can gain new ideas for future NPCs.

Here is an NPC for my campaign

Oaf, male half-orc Ftr5; CR 5; HD 5d10+10; hp 42; Init +2; Spd 20 ft; AC 19/17, touch 12, flat-footed 17/15 (+2 Dex,+5 armor,+2 shield); BAB +5; Melee battleaxe +11 (1d8+5/x3), or handaxe +10 light (1d6+4/x3); Ranged composite shortbow +10 (1d6+4/x3); SQ darkvision 60'; AL NE; SV Fort +6, Ref +3, Will +3; Str 19(+4), Dex 14(+2), Con 14(+2), Int 6(-2), Wis 11(+0), Cha 6(-2).

Skills and Feats: HIDE-3, SPOT+0, LISTEN+0, MOVE SILENTLY-3, balance-3, climb-1, escape artist-3, jump-1; iron will, quick draw, weapon focus(composite shortbow), weapon focus(battleaxe).

Equipment: MW mighty composite shortbow (+2 str), MW handaxe, 11 MW arrow(s), +1 battleaxe, MW chainmail, MW large steel shield, Potion of Blur, Potion of Cure Light Wounds, Potion of Jump, Antitoxin (vial), 81 gp.

Languages: common, orc.
Mount: Eifvube, female light horse; HD 3d8+6; hp 23; Init +1; Spd 60 ft; AC 13; Melee 2 hooves +2 (1d4+1); SQ scent; SV Fort +5, Ref +4, Will +2.
Mount Equipment: bit and bridle, riding saddle, saddlebags.

History/motivations: Coming soon, do not want my PC's to see

Fualkner Asiniti
2007-03-30, 02:23 PM
This is a great Idea, but perhaps it should be moved to Gaming? That seems a more appropriate place.

crimson77
2007-04-01, 03:42 PM
This is a great Idea, but perhaps it should be moved to Gaming? That seems a more appropriate place.

I guess I see it similar to currently recruiting II (http://www.giantitp.com/forums/showthread.php?t=26589) and Player Registry II (http://www.giantitp.com/forums/showthread.php?t=2457)
in terms of use with campaigns. I know that I will be using the NPCs that I post in my campaign.

Merlin the Tuna
2007-04-01, 06:40 PM
This thread is the one you want for monsters. (http://www.giantitp.com/forums/showthread.php?t=19720)

This is a good thread for humanoids. (http://www.giantitp.com/forums/showthread.php?t=18300)

Here's a wiki to post NPCs in. (http://d20npcs.wikia.com/wiki/Main_Page)

Yeah, this is very much not the right place to be doing this.

crimson77
2007-04-16, 03:07 PM
Gunnbjorn, male human Adp1 (http://www.d20srd.org/srd/npcClasses/adept.htm): CR 1; Size M (5 ft., 1 in. tall); HD 1d6; hp 6; Init +0; Spd 30 ft.; AC 10; Attack +0 (+0 Base) melee, or +0 (+0 Base) ranged; SV Fort +0 (+0 Base), Ref +0 (+0 Base), Will +3 (+2 Base, +1 Wis); AL LN; Str 10 (+0), Dex 10 (+0), Con 10 (+0), Int 11 (+0), Wis 12 (+1), Cha 11 (+0).

Languages Spoken: Common.

Skill points: Adp 12

Skills and feats: Craft (Trapmaking) +2 (+2 Rank), Hide +0, Knowledge (Nature) +2 (+2 Rank), Knowledge (Religion) +4 (+4 Rank), Listen +1 (+1 Wis), Move Silently +0, Profession (Miner) +5 (+4 Rank, +1 Wis), Spot +1 (+1 Wis); Combat Casting, Silent Spell.

Possessions: Robes, 500 gp, Stone of Suggestion (6 charges) (375 gp per charge), 2 holy symbols, small ornate knife.

Adept Spells Per Day: 3/2.

0-level
guidance (http://www.d20srd.org/srd/spells/guidance.htm), read magic (http://www.d20srd.org/srd/spells/readMagic.htm), create water (http://www.d20srd.org/srd/spells/createWater.htm)

1-level
cure light wounds (http://www.d20srd.org/srd/spells/cureLightWounds.htm), command (http://www.d20srd.org/srd/spells/command.htm)

crimson77
2007-04-22, 06:55 PM
Ivar, male human Com1: CR 1; Size M (6 ft., 4 in. tall); HD 1d4; hp 4; Init +0; Spd 30 ft.; AC 10; Attack +0 shortsword, or +0 ranged; SV Fort +0, Ref +0, Will +0; AL N; Str 11, Dex 11, Con 10, Int 11, Wis 11, Cha 10.

Languages Spoken: Common.

Skill points: Com 12
Skills and feats: Climb +6, Handle animal +2, Hide +0, Jump +2, Listen +0, Move silently +0, Spot +4; Improved unarmed strike, Skill focus (climb).

Possessions: Short sword & robes

Matthew
2007-04-23, 08:28 PM
I seem to remember a similar Thread to this one being current a while back, but I think it has descended into the Thread Graveyard. So, any non mechanical information forthcoming? Seems like a while since these three were initially posted.

Dhavaer
2007-04-23, 11:17 PM
A little Modern, albiet from a lot of sourcebooks and a few houserules and homebrewed things:

Lady Roberta Cain (Smart Hero 3/Mage 10/Initiate 3 Legendary Shadowkin): CR 17; Medium-size humanoid (human, legend); HD 16d6+48; hp 114; Mas 16, Init +2; Spd 30ft.; Defence 24, Touch 20, Flat-footed 22 (+8 class, +2 Dex, +4 equipment); BAB +8; Grap +10; Atk +21 melee (3d6+19, Thunderlance) or +10 melee (1d4+2/19-20 x3, unarmed strike) or +10 melee (varies, melee touch attack) or +10 ranged (varies, ranged touch attack); FS 5ft. by 5ft.; Reach 5ft.; SQ; Racial Abilities, Legend Abilities, Relentless, Distinctive, AL Family, Utilitarianism, Avengers of Humanity; SV Fort +10, Ref +8, Will +24; AP ; Rep +8; Str 17, Dex 14, Con 18, Int 36, Wis 16, Cha 14.
Occupation: Hedge Wizard (bonus class skills: Concentration, Decipher Script, Knowledge [arcane lore])
Skills: Computer Use +25, Concentration +22, Craft (chemical) +32, Craft (pharmaceutical) +20, Craft (writing) +29, Decipher Script +29, Gamble +23, Intimidate +7, Investigate +20, Knowledge (arcane lore) +39, Knowledge (art) +17, Knowledge (behavioural sciences) +25, Knowledge (current events) +15, Knowledge (earth and life sciences) +17, Knowledge (history) +22, Knowledge (physical sciences) +17, Knowledge (pop culture) +14, Knowledge (streetwise) +19, Knowledge (technology) +14, Knowledge (theology and philosophy) +31, Navigate +19, Perform (sexual technique) +21, Profession +22, Repair +19, Research +32, Sense Motive +32, Spellcraft +32, Spot +13, Survival +13, S/R/W English, Spanish, German, Ancient Greek, Latin, Draconic, Elven, Infernal, Celestial, Goblin, Orc, Sylvan, French, Cantonese, Persian, Welsh, Arabic
Feats: Advanced Combat Martial Arts, Arcane Skills, Combat Casting, Combat Martial Arts, Educated (arcane lore, theology and philosophy), Eschew Materials, Extend Spell, Greater Magic Defence, Improved Combat Martial Arts, Improved Magic Defence, Keen Intellect, Magic Defence, Magical Heritage (detect magic, mood lighting, prestidigitation), Maximise Spell, Shadow Heritage, Signature Spell (dimension door), Signature Spell (telekinesis), Spell Penetration, Spellslinger (mage), Tantric x3
Talents (Smart): Logical (theology and philosophy), Talk A Good Fight (theology and Philosophy)
Talents (Mage): Summon Familiar, Scribe Scroll, Brew Potion, Spell Mastery x2
Talents (Initiate): Spellpool 1, Spellpool 2, Spellpool 3
Martial Arts Masteries: 3rd Level Mastery - Five Elements, Elemental Armour
Spells per day: 9/9/8/7/7/6
Spells Prepared (CL 14):
1: Featherfall, Enlarge Person, Empty x7
2: Levitate, Empty x7
3: Dispel Magic, Slow, Stinking Cloud, Mental Blast, 3x empty
4: Extended Greater Biofeedback, Confusion, 3x Enervation, 2x Thunderlance
5: Indomitability, 3x Extended Confusion, 2x Telekinesis
Possessions: Ring of Mental Fidelity, Ring of Robing, Elemental Bracers, Rod of the Erotic Spirit (Tantric), Boots of Authority, Spheres of Enlightenment, +3 Twilight Leather Jacket of Damage Reduction, Eldritch Cell Phone, Magic Billiard Ball, Eagle Eye Sunglasses, Collar of Animal Form. Roberta can generally requisition most mundane, non-illegal equipment given sufficient time.
Notes: Caster level is increased by 1, Strength and Constitution have +2 enhancement bonuses from Extended Create Magic Tattoo spells (CL 14, duration 48 hours).
Extended Greater Biofeedback (CL 14, duration 28 hours) changes the first 26 damage from any attack into nonlethal damage. It remains lethal for the purposes of Massive Damage.
Intelligence has a +10 bonus from use of Tantric, Spheres of Enlightenment and Rod of the Erotic Spirit (duration 24 hours). If these cannot be used, Intelligence drops to 26.