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Started by Ariel Hapzid, August 01, 2008, 12:00:51 AM

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LordVreeg

after all, it all smells the same.

I'm more like LC.  While my adventures are WAY TOO detailed, there is so much that is good to do on the fly.  
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

Kaptn'Lath

For Drunks:
Peasant (Level 2 Humanoid) CR - (Non-combatant)
Size/Type: Medium Humanoid (Human)
Hit Dice: 2d8 (9 hp)
Initiative: +0
Speed: 25 ft. (5 squares)
Armor Class: 10 (+0 Dex)
Base Attack/Grapple: +0/+0
Attack: None
Space/Reach: 5 ft./5 ft.
Special Attacks: Haymaker 3.x or "Swing for the Fences" 4e
Special Qualities: None
Saves: Fort -1, Ref +1, Will +0
Abilities: Str 11, Dex 9, Con 11, Int 10, Wis 12, Cha 8
Skills: Hide +1, Listen +2, Search +1, Spot +0, Knowledge: None +2 (you think you know everthing), Bluff +2
Feats: Stutterstep (encounter power for 4e)
Environment: Any civilization
Organization: Single, Pair, Gang (3-7), Mob (10-50)
Treasure: None
Alignment: Any
Advancement: None

This is a common human peasant stumbling out of the tavern. It has spent it's time working and drinking and is now avoiding the floor. If any form of danger is present, it will attempt to threaten or intimitate, or ask for help finding home, unless it is part of a mob, where it will yell incoherantly and rush the danger.

With an inspiring speech, a peasant can either become part of a mob, or to head to the store for more booze.

Hope you all Enjoy! :)
Finished Map Portfolio:
 http://forum.cartographersguild.com/showthread.php?t=5728
 http://forum.cartographersguild.com/showthread.php?t=5570

\"The first man who, having enclosed a piece of land, thought of saying, This is mine, and found people simple enough to believe him, was the true founder of civil society.\"

Sandbox - No overarching plot, just an overarching environment.
   
Self-Anointed Knight of the Round Turtle.

Kaptn'Lath

Oops forgot the stats for Stutterstep and Haymaker/Swing for the Fences:

Special Attack: Attack: +1 (Suprise Bonus) Damage: 1d4 + target makes a Fort save DC 12 or be Stunned and Knocked Prone. Drunk enters targets Square and pees either himself or on target, players choice.

Feat: 2/ Day or Encounter Power: Stutterstep

Move Action: When an enemy or nagging wife succesfully makes an attack roll on Drunk, the Drunk may negate the attack and shift up to 3 squares in any straight direction and fall prone. Enemy or Nagging Wife must make a Will save DC 15 or pity the Drunk. Nagging Wife gains a +5 Not this Shit Again Bonus.
Finished Map Portfolio:
 http://forum.cartographersguild.com/showthread.php?t=5728
 http://forum.cartographersguild.com/showthread.php?t=5570

\"The first man who, having enclosed a piece of land, thought of saying, This is mine, and found people simple enough to believe him, was the true founder of civil society.\"

Sandbox - No overarching plot, just an overarching environment.
   
Self-Anointed Knight of the Round Turtle.

the_taken

For drunks, both guards and bar benders get the same treatment. I use poison rules. And by poison, I mean ability damage. Take a stab (hehe) at DEX and WIS for 2d6 each for random drunkenness, or just strait up -4 to every check DEX and WIS related for parties. If either score drops to 0, the character is out cold, which means that random guards actually do pass out from booze. But to each their own.

I'd like to note that I never have any non-human peasants. The societies of elves, dwarves and orcs makes for some very difficult living, and being a dirt farmer just isn't enough.
When I use elves, they area either woodland warriors, mighty mages, secretive sages, or articulate artisans. Dwarves come in a similar format, though they also have epic brewers and stonecrafters.
Peasants fill the ranks of drudgery and scum scrubbing, and only humans and goblins organize their societies in such a fashion as to require unskilled labourers doing the dirty work, and goblins are perfectly willing to burn their own house down when it gets too dirty.

---

There are two types of Human Tavern keepers. While you can have 'em be of any race, serving humans alcohol comes with a level of risk. A tavern hall at a hovel or hamlet is little more than the brewer's house that everybody gathers to every other night to numb to pain of being a crap covered churl and get laid. This tavern owner is the area's brewer, and he makes the moonshine for the folk as a form of barter to get fed by the people that grow the crops. He's an unskilled labourer (peasant) and an alcoholic, but he may have a story or two to distract an PC, so write up some gossip for him to blurb while sober.
PCs that somehow end up in these places can look forward to free ale in exchange for an epic tale, a cool swig for smooth jig.

The second kind of tavern owner is a formal business man in a more civilized area like a town or city. This character has class levels and skill points allocated to handling multiple drunk people. Because of the rules I use for alcohol consumption, a tavern doesn't have to be a very high level.

Town Tavern Owner Lv3 Human Rogue
Size/Type: Medium Humanoid (Human)
Hit Dice: 3d6+3 (13 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (+4 chain shirt, +2 DEX)
Base Attack/Grapple: +1/+2
Attack:   +1 Sap melee +4 1d6+2 Bludgeoning (20/x2) nonlethal
Special Abilities: Sneak Attack 2d6, Evasion
Space/Reach: 5 ft./5 ft.
Saves: Fort +2, Ref +5, Will +3
Abilities: Str 13, Dex 15, Con 12, Int 8, Wis 14, Cha 10
Skills: Spot +12, Listen +9, Bluff +9, Diplomacy +9, Appraise +6, Sense Motive +9, Knowledge (Local) +6, Craft (Cocktail) +6
Feats: Alertness, Skill Focus (Spot), Persuasive
Environment: Town Tavern
Organization: Solitary or Pair
Challenge Rating: 3
Treasure: Standard
Alignment: Any

Tavern keepers keep all eyes and ears open. They try not to let their patrons drink themselves to death, and keep tabs of the social networks to keep trouble under control. When guests get rowdy, tavern keeps generally jump right into the brawl and try to dissolve it by knocking everyone out.


Town Tavern Owner Lv6 Human Rogue
Size/Type: Medium Humanoid (Human)
Hit Dice: 6d6+6 (27 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 19 (+4 +2 mythral chain shirt, +3 DEX)
Base Attack/Grapple: +4/+5
Attack:   +2 Sap melee +7 1d6+3 Bludgeoning (20/x2) nonlethal
Special Abilities: Sneak Attack 3d6, Evasion, Uncanny Dodge, 4 AoO/round, Cleave
Space/Reach: 5 ft./5 ft.
Saves: Fort +3, Ref +8, Will +4
Abilities: Str 13, Dex 16, Con 12, Int 8, Wis 14, Cha 10
Skills: Spot +15, Listen +12, Bluff +12, Diplomacy +12, Appraise +8, Sense Motive +12, Knowledge (Local) +8, Craft (Cocktail) +8
Feats: Alertness, Skill Focus (Spot), Persuasive, Horde Breaker
Environment: City Taverns
Organization: Solitary, Pair, or Staff (3-10)
Challenge Rating: 6
Treasure: Standard
Alignment: Any

This is a stereotypical city tavern keeper. As you notice, his class abilities and his one great feat Horde Breaker make him a potentially powerful warrior. He is not aware of this potential, as he spends most of his time dealing with large numbers of drunken town guards, rowdy rum runners of the boat, and more peasants that want to care less about how unattractive the girl/man/tree stump next to them is. This tavern keepers behaves much like his town cousin, though he can knock out many, many more drunks in a brawl.

Pandemonic Barmaid
"I can look like a nymph if you like.  ;)"

The lower planes are made of pure Evil, but most of the denizens are not plane hoping, soul steeling monsters. Some of the souls that end up in hell become peasants in an ironic mirror of the material prime. They organize and behave in much the same manner as in life, even while the Blood War goes on a few kilometres away. There's just too many dretches in ratio to higher level demons for pit finds and balors to control them all, much as it's too much of a hassle for a king on the prime to micro manage all of his peasants into maximum productivity. Planer travellers will find that most of the inhabitants of the lower planes behave exactly like people on the prime do, aside from the fact that they "kill" each other way more often.

Lvl4 Dretch Brute
Small Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: 2d8+4d10+24 (13 hp)
Initiative: +2
Speed:    20 ft. (4 squares)
Armor Class: 18 (+1 size, +7 natural, +2 DEX), touch 13, flat-footed 18
Base Attack/Grapple: +4/+1
Attack: Claws +6 melee (1d6)
Full Attack: 4 claws +6 melee (1d6+1) and bite +1 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, summon demon, Rend
Special Qualities: Damage reduction 5/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, telepathy 100 ft, Fiendish Invisibility, Harmless Form.
Saves:    Fort +9, Ref +6, Will +4
Abilities: Str 10, Dex 14, Con 18, Int 6, Wis 11, Cha 10
Skills: Spot +11, Search +7, Disguise +9, Perform Dance +11, Bluff +9
Feats: Weapon Finesse, Skill Focus (Spot), Skill Focus (Dance), Extra Arms
Environment: Taverns and Bars of Pandemonium
Organization: Solitary, pair, Staff (3-10)
Challenge Rating: 4
Treasure: Standard
Alignment: Always chaotic evil

Pandemonic Barmaids work in bars, taverns and pubs in the lower planes. They never initiate confrontation, and are content to courteously serve the foulest of brews to their patrons. Once the guest leave, they will scour the facility to scrounge up every piece of loose change or knick knack a loaded patron may have dropped.
Unlike barkeeps of the prime, Pandemonic Barmaids will kill unruly patrons without mercy, and dump the body into the still to add flavour to the next batch of brew.

As a dretch, a Pandemonic Barmaid's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Spell-Like Abilities
1/day'"scare (DC 12), stinking cloud (DC 13). Caster level 6nd. The save DCs are Charisma-based.

Summon Demon (Sp)
Once per day a Pandemonic Barmaid can attempt to summon a dretch with a 35% chance of success. This ability is the equivalent of a 1st-level spell.

Telepathy (Su)
Pandemonic Barmaids can communicate telepathically with creatures within 100 feet.

Rend
A Pandemonic Barmaid that strikes an creature with at least two claw attacks during a full attack action tears flesh and rips bones, dealing an extra 2d6+2 damage. She can only do this once per round.

Fiendish Invisibility (Su)
Naturally invisible, as with the spell [/i]Invisibility[/i], but only when standing perfectly still (not sitting or prone). If the Pandemonic Barmaid performs any action, other than breathing, she instantly becomes visible at the end of her turn.

Harmless  Form (Su)
For entertainment purposes, a Pandemonic Barmaid can change shape into a medium-sized Humanoid appearance. This effectively gives them a +20 circumstance bonus to disguise checks to pass as random person, but the fiend's true form can be seen in their reflection.

Physical Traits
Every Pandemonic Barmaid is a unique entity. When the PCs encounter one in it's natural form, roll two d20s and describe the generated traits.

_1 Drips slime wherever he goes.
_2 Sheds excessive dust.
_3 Loose/cracking skin cover arms, legs, and face (no game effect).
_4 Has a stylized wound that never heals.
_5 Drools incessantly.
_6 Breathe steams.
_7 Boar Tusks.
_8 Walrus Fangs.
_9 Third Eye above brow.
10 Apparently dying of a disease (choose a disease, but it has no game effect).
11 Limb is rotted and skeletal (no game effect).
12 Tiny non-functional wings.
13 Has no legs, but hovers very close to the floor (no game effect).
14 Smells of ash or brimstone.
15 Hole all the way thru body in the centre of torso, or thru the head in the forehead. (no game effect)
16 Tentacles for fingers.
17 Appears as if worms or bugs are crawling under skin.
18 Runes and glyphs press up from under skin.
19 Erie flames instead of hair.
20 Translucent skin.

Nomadic

Lath that was so awesome I actually think it might constitute a crime in some countries.

Kaptn'Lath

Quote from: The Real NomadicLath that was so awesome I actually think it might constitute a crime in some countries.

Thanks, glad you enjoyed it. I just couldn't help myself. :)

Finished Map Portfolio:
 http://forum.cartographersguild.com/showthread.php?t=5728
 http://forum.cartographersguild.com/showthread.php?t=5570

\"The first man who, having enclosed a piece of land, thought of saying, This is mine, and found people simple enough to believe him, was the true founder of civil society.\"

Sandbox - No overarching plot, just an overarching environment.
   
Self-Anointed Knight of the Round Turtle.