Yakk
2007-06-15, 12:09 PM
A thread to stick completely-average and generic NPCs that players will brush up against.
Such characters are useful if you don't want players to contantly go "Aha! An NPC with a personality! It must be important."
Unmentioned stats are average (10 or 11).
Bob the Gate Guard
L 1 Warrior, Human
A scruffy looking man leaning on a Halberd, dressed in studded leather.
"Can I see your permit?"
Str 12/+1
Wis 8/-1
Cha 8/-1
Feats: Skill Focus Profession(Guard).
Skills: Profession(Guard) 2(5), Intimidate 2(3), Sense Motive 2(3), Spot 1(2), Appraise 1(1)
Profession(Guard) 5 grants a circumstance bonus of +2 to Intimidate, Sense Motive and Spot when he is "on the job" guarding an entrance. (stats and circumstance reflected above).
Weekly salary (including bribes): 7 gold 7 silver per week. Varies from 3 to 12 gold per week.
Equipment:
Halberd, Studded Leather, Crossbow(light)&10 bolts -- all battered, but serviceable
Wineskin (cheap wine)
Bag (cheese, bread)
Purse: 42 silver, Dice, Debt-stick (20 gold 3 silver -- that's in debt, not in value!).
Combat:
+0 initiative
Melee: Halberd +2 to hit 1d8+1 damage (can be set to recieve a charge)
Range: Light Crossbow: +1 to hit 1d6 damage
AC: 13, Touch 10, Flat-footed 13 (Studded Leather)
HP: 5
Saves: +2 fort, -1 will, +0 reflex
CR: nil: Bob can be easily bribed, and would be trivial in combat.
Bob's salary sucks, and Bob gets no reward for doing his job well, and he has to pay for his own gear! Bob earns most of his salary by stopping merchants or other likely marks and asking them for permits, papers, and taking a long time to verify any papers produced. Coin will speed you on your way.
The wealthier you look, the more Bob will charge.
Bob is, however, really bad at determining how wealthy you are.
Assuming the players aren't hiding their equipment (spot check)...
Roll an appraisal check:
20+: If players have non hidden magic/mastercraft weaponry, Bob is scared ****less. Players roll spot to see that the guard is scared ****less by them.
15+: If players have visible magic/mastercraft equipment, Bob recognizes it as valueable: at least 10+1d6 gold before he lets you by.
10+: Anyone with that many weapons or books must have money. 1d6 gold will get you past.
1-9: 1d8 silver will get you past.
Naturally he doesn't tell you how much you gotta pay. He never actually asks for money or mentions it. If given money that isn't sufficient, he'll take it, and either not mention it and keep talking about papers, or start talking about "That wasn't a bribe -- bribing a guard could get you in trouble, you know. I can tell it wasn't a bribe because it was so small -- now, did you have any other documents that could speed this up?"
It is relatively easy to Bluff your way past Bob -- he isn't very literate, so he can't read any papers produced. :)
Beat Bob by 6+: He is intimidated by you. He might mumble about having to see the Captain, but doesn't delay the party long.
Beat Bob by 0 to 5: he thinks your papers are valid, but still wants graft. He hums and haws, and talks about needing to get it checked with the captain. But he does hate having to bug the Captain -- do you have any more ... documents ... that could make this go by faster?
Bob won: Bob figures out you are shiftless, but he doesn't care much: he just wants the graft. He hums and haws like above. If refused graft, he actually calls the Captain, because you look shiftless.
Such characters are useful if you don't want players to contantly go "Aha! An NPC with a personality! It must be important."
Unmentioned stats are average (10 or 11).
Bob the Gate Guard
L 1 Warrior, Human
A scruffy looking man leaning on a Halberd, dressed in studded leather.
"Can I see your permit?"
Str 12/+1
Wis 8/-1
Cha 8/-1
Feats: Skill Focus Profession(Guard).
Skills: Profession(Guard) 2(5), Intimidate 2(3), Sense Motive 2(3), Spot 1(2), Appraise 1(1)
Profession(Guard) 5 grants a circumstance bonus of +2 to Intimidate, Sense Motive and Spot when he is "on the job" guarding an entrance. (stats and circumstance reflected above).
Weekly salary (including bribes): 7 gold 7 silver per week. Varies from 3 to 12 gold per week.
Equipment:
Halberd, Studded Leather, Crossbow(light)&10 bolts -- all battered, but serviceable
Wineskin (cheap wine)
Bag (cheese, bread)
Purse: 42 silver, Dice, Debt-stick (20 gold 3 silver -- that's in debt, not in value!).
Combat:
+0 initiative
Melee: Halberd +2 to hit 1d8+1 damage (can be set to recieve a charge)
Range: Light Crossbow: +1 to hit 1d6 damage
AC: 13, Touch 10, Flat-footed 13 (Studded Leather)
HP: 5
Saves: +2 fort, -1 will, +0 reflex
CR: nil: Bob can be easily bribed, and would be trivial in combat.
Bob's salary sucks, and Bob gets no reward for doing his job well, and he has to pay for his own gear! Bob earns most of his salary by stopping merchants or other likely marks and asking them for permits, papers, and taking a long time to verify any papers produced. Coin will speed you on your way.
The wealthier you look, the more Bob will charge.
Bob is, however, really bad at determining how wealthy you are.
Assuming the players aren't hiding their equipment (spot check)...
Roll an appraisal check:
20+: If players have non hidden magic/mastercraft weaponry, Bob is scared ****less. Players roll spot to see that the guard is scared ****less by them.
15+: If players have visible magic/mastercraft equipment, Bob recognizes it as valueable: at least 10+1d6 gold before he lets you by.
10+: Anyone with that many weapons or books must have money. 1d6 gold will get you past.
1-9: 1d8 silver will get you past.
Naturally he doesn't tell you how much you gotta pay. He never actually asks for money or mentions it. If given money that isn't sufficient, he'll take it, and either not mention it and keep talking about papers, or start talking about "That wasn't a bribe -- bribing a guard could get you in trouble, you know. I can tell it wasn't a bribe because it was so small -- now, did you have any other documents that could speed this up?"
It is relatively easy to Bluff your way past Bob -- he isn't very literate, so he can't read any papers produced. :)
Beat Bob by 6+: He is intimidated by you. He might mumble about having to see the Captain, but doesn't delay the party long.
Beat Bob by 0 to 5: he thinks your papers are valid, but still wants graft. He hums and haws, and talks about needing to get it checked with the captain. But he does hate having to bug the Captain -- do you have any more ... documents ... that could make this go by faster?
Bob won: Bob figures out you are shiftless, but he doesn't care much: he just wants the graft. He hums and haws like above. If refused graft, he actually calls the Captain, because you look shiftless.