d20 Adamant Entertainment NPC (Non Player Compendium) Volume 1.pdf

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Non Player Compendium
Volume I
by Bret Boyd
Designed for both the novice and advanced GMs, this D20 MasterKit series contains a group of non-player
characters (NPCs). Each entry provides a statistics block, quick reference paragraphs for appearance/
personality, background, and combat tactics, information concerning what the NPC might be doing when
encountered, and a adventure hooks. Future volumes in the series will follow.
We have all been in a situation where stats were needed for an unexpected foe. That’s where the last pages of
this volume come in handy—just the stat blocks, stripped of all lavor text and assigned possible occupations
and/or positions they might represent for ease of GM use.
NPC Creation
An NPC should be more than a simple stat block. These non-player characters are windows into your
campaign, each one providing a unique take on its mood, focus, and history. They may not be as “important”
as player characters, but NPCs are no less worthy of complexity. Non-player characters have personalities,
histories, and motivations, the same as any other character. An NPC mercenary that has the same ideals or
goals as one of the PCs may become a valuable ally. By the same token, the shopkeeper whose store is trashed
by PCs ighting a monster may attempt to take revenge for that destruction (despite the PCs’ good intentions).
Whether respected or reviled, returning NPCs provoke an emotional response from the players and ultimately
make a game more memorable.
The NPCs in this volume were created along the following guidelines:
• Hit Points: Each NPC has been given average hit points. Not even irst level assumes maximum hit points
for the appropriate hit dice. It is suggested that the hit points be rerolled if one of these characters is used as a
player character.
• Ability Scores: The ability scores for each NPC have been generated using the point buy system described in
the DMG, using 28 points.
• Equipment: The gold piece value of equipment appropriate to that NPC’s level (listed in the DMG) has
been used to purchase the listed weapons, armor, and other items shown.
• Stat Block Format: These things pretty much speak for themselves. But in case the reader believes
something has been left out, please be aware that only critical multipliers other “20/x2” are listed. Since this is
the most common multiplier, it has been left out for the sake of brevity. For example, a battleaxe’s damage is
written as “1d8/x3” while the damage for a lail is written simply as “1d8”.
• Random Encounter: This section of the NPC proile shows the GM the likeliest places in which the character
may be encountered. The number range in parentheses after each location is the percentage chance for such an
encounter (roll d00).
THIS PRODUCT IS 100% OPEN CONTENT
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Nelvax Mentosan
Male half-elf Ari4/Rog3: CR 6; Medium-size Humanoid
(half-elf); HD 4d8 plus 3d6+7; hp 31; Init +2 (Dex); Spd
30 ft; AC 14 ( +2 bracers , +2 Dex), touch 12, lat-footed
12; BAB +5; Grp +5; Atk +5 melee (1d8/x3, warhammer)
or +8 ranged (1d8+1/19-20, +1 light crossbow ); SA Sneak
attack +2d6; SQ Evasion, trapinding, trap sense +1; AL
NE; SV Fort +3, Ref +6, Will +5; Str 10, Dex 14, Con 12,
Int 13, Wis 11, Cha 15.
Skills & Feats: Appraise +4, Bluff +9, Diplomacy +6,
Disguise +9, Gather Information +11, Intimidate +8,
Listen +8, Move Silently +12, Search +5, Sense Motive
+7, Spot +4, Use Magic Device +10; Combat Expertise,
Dodge, Improved Disarm.
Languages: Common, Elven, Giant.
Possessions: 10 bolts, bracers of armor +2 , +1 light
crossbow , potion of shield of faith (+3), scroll of enlarge
person (caster level 3)*, scroll of magic missile (caster
level 3) (x2)*, tanglefoot bag (x2), warhammer, 52 gp.
*All scrolls require Nelvax to succeed a Use Magic Device check (DC 23).
Physical Description: Nelvax has the graceful facial features of his elven mother but they are hardened by his
human side. A perpetually wicked pair of hazel eyes stares from beneath the 250-year-old’s unkempt black hair.
The half-elf commonly wears a loose-itting crimson shirt and expensive black silk pants. With his crossbow
comfortably strapped within easy reach on his back and rune-marked warhammer plainly kept at his side,
Nelvax is obviously not one to be triled with.
Background: The baggy attire and sinister bearing can be traced to the half-elf’s pathetic youth. His father’s
indiscretion led the half-elf to a doomed black sheep status within the Mentosan noble family. Kept inside,
most of the time behind closed doors, Nelvax’s family would not suffer his countenance, especially in public.
As a result, the half-elf became slightly claustrophobic and to this day will not even wear armor unless the
situation is quite dire. The constant disdain and ridicule his family held for him poisoned Nelvax’s soul in ways
that even magic cannot undo.
However, the Mentosan patriarch had him, as a noble child, trained in a handful of ighting techniques
in case the half-elf was needed to defend the house. When allowed to roam the house, Nelvax invariably found
himself in the library. Here he studied about giants, which had always held a special fascination for him. Their
strength and obvious power was something to be emulated, he thought, and (more importantly) controlled.
Terrible blood feuds and illegal business transactions caused the Mentosan family to be attacked by its
foes some decades ago. Since that fateful day, the half-elf refugee has traveled the region in search of giant
lore. The warhammer—marked with what appears to be, as one sage described, “giant tongue gibberish”—is
the ex-noble’s treasured possession. Once he has amassed suficient knowledge and items related to giants,
Nelvax plans to travel to the nearest clan and offer to lead it to a better life. Since pillaging the weak is
something that comes naturally to most giants, Nelvax hopes to capitalize on that by offering his services in
gaining entrance to human strongholds. After a few successful raids on larger outposts, Nelvax sees himself
becoming a part of the clan and never having to hear the racial jibes of others again.
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Combat Tactics: The half-elf’s obvious display of weaponry is a front. Nelvax avoids combat when at all
possible, preferring to intimidate or otherwise talk his way out of a jam. When it is unavoidable, he uses ranged
weapons irst (crossbow, then the magic missile scroll if necessary) before engaging hand-to-hand. In melee, he
goes for a quick disarm attempt with wild swings of his warhammer. Against monsters and other unarmed foes,
Nelvax attempts to gain the advantage by enlarging himself. The half-elf uses the dodge feat to best ability and
does not hesitate in utilizing an easily replaceable tanglefoot bag when retreating.
Random Encounter: Abhorring enclosed spaces, Nelvax is normally found outside, be it while scheming on
the city streets with an aid/companion (65%), investigating giant-related ruins or gravesites (15%), or cruising a
spacious tavern for mercenaries (20%).
Adventure Hook: Nelvax has somehow learned that one of the PCs is distantly related to one of the enemy
families of the Mentosan family. And while the half-elf held no love for the members of his family, he even
more despised those who robbed potential control of it when they brought the house down.
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Regdig Bloodstriker
Male dwarf Ftr12: CR 12; Medium-size Humanoid
(dwarf); HD 12d10+24; hp 90; Init +5 (+1 Dex, +4
Improved Initiative); Spd 15 ft; AC 17 ( +6 breastplate ,
+1 Dex), touch 11, lat-footed 16; BAB +12/+7/+2; Grp
+16; Atk +20 melee (1d10+5 [+1d6 electrical] [+2d10
electrical on critical hit]/x3, +1 shocking burst dwarven
waraxe ) or +14 ranged (1d4, masterwork sling); Full Atk
+20/+15/+10 melee (1d10+5 [+1d6 electrical] [+2d10
electrical on critical hit]/x3, +1 shocking burst dwarven
waraxe ) or +14/+9/+4 ranged (1d4, masterwork sling);
SQ Dwarf traits; AL NG; SV Fort +10, Ref +5, Will +5;
Str 21 (19)*, Dex 13, Con 14, Int 10, Wis 13, Cha 8.
Skills & Feats: Climb +14, Craft (armorsmithing) +8,
Jump +8, Listen +2, Search +1, Spot +2, Swim +10;
Athletic, Blind-Fight, Cleave, Diehard, Great Cleave,
Greater Weapon Focus (dwarven waraxe), Improved
Initiative, Improved Sunder, Improved Unarmed Strike,
Power Attack, Stunning Fist, Weapon Focus (dwarven
waraxe).
Languages: Common, Dwarven.
Possessions: Antitoxin (x2), backpack, +1 breastplate ,
gauntlets of ogre power , grappling hook, masterwork sling, potion of cure moderate wounds (x2), potion of
sanctuary , ring of feather falling , +1 shocking burst dwarven waraxe , silk rope (50 ft.), 10 sling bullets, trail
rations (3 days), waterskin, winter blanket, 53 gp, 9 sp.
*The number in parentheses denotes the Strength score without the gauntlets of ogre power .
Physical Description: A scarred and grim visage stares out from Regdig’s 4-foot tall frame. Weighing around
140 pounds, the dwarf favors dark clothing which is seldom cleaned thoroughly. Only the warrior’s waraxe and
short black beard are tended to on a daily basis; the two being sources of pride for the dwarf. Regdig speaks
with a slight slur from having part of his tongue town out during an arena ight and tends to favor his left leg
when walking.
Background: Raised as a clan captain, Regdig Bloodstriker took the role of ierce warrior to heart. By the
time he reached maturity, the dwarf’s prowess with the waraxe was something of a legend. A scouting mission
turned Regdig’s world on its ear when his squad was rendered unconscious by magic and taken to be ighters in
a corrupt city’s arena. Within a year, only Regdig remained of his dozen dwarven fellows. He survived partly
because of his combat training but also because of his cell mate. A halling monk named Kalek guided the
dwarf’s emotional outbursts into constructive pursuits. The stern yet patient monk tutored Regdig in the ways
of unarmed combat since the dwarf was denied his prized waraxe. When an opportunity to escape inally came,
Kalek gave his life so Regdig could be safely away from the city. The halling’s inal request was for the dwarf
to take a personal item back to the monk’s monastery far to the north and recount the tale of his death. The
item was a copper coin no larger than the Regdig’s ingernail. Three lines cross one side of it while a triangle
occupies the other. The ighter has a kind view of hallings which comes from his time with Kalek. Normally,
however, Regdig evinces frowns of concern from those in his wake. He speaks plainly and dislikes anyone who
takes their freedom for granted.
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