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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. Thats where the last pages of
this volume come in handyjust the stat blocks, stripped of all flavor 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 fighting 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 first 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 NPCs 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 battleaxes damage is
written as 1d8/x3 while the damage for a flail is written simply as 1d8.

Random Encounter: This section of the NPC profile 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


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, flat-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, trapfinding, 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-olds unkempt black hair.
The half-elf commonly wears a loose-fitting 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 trifled with.

Background: The baggy attire and sinister bearing can be traced to the half-elfs pathetic youth. His fathers
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, Nelvaxs 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 Nelvaxs soul in ways
that even magic cannot undo.
However, the Mentosan patriarch had him, as a noble child, trained in a handful of fighting 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 warhammermarked with what appears to be, as one sage described, giant tongue gibberishis
the ex-nobles treasured possession. Once he has amassed sufficient 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.
Combat Tactics: The half-elfs 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 first (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.
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, flat-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 Regdigs 4-foot tall frame. Weighing around
140 pounds, the dwarf favors dark clothing which is seldom cleaned thoroughly. Only the warriors 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 fight and tends to favor his left leg
when walking.

Background: Raised as a clan captain, Regdig Bloodstriker took the role of fierce warrior to heart. By the
time he reached maturity, the dwarfs prowess with the waraxe was something of a legend. A scouting mission
turned Regdigs world on its ear when his squad was rendered unconscious by magic and taken to be fighters in
a corrupt citys 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 halfling monk named Kalek guided the
dwarfs 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 finally came,
Kalek gave his life so Regdig could be safely away from the city. The halflings final request was for the dwarf
to take a personal item back to the monks monastery far to the north and recount the tale of his death. The
item was a copper coin no larger than the Regdigs fingernail. Three lines cross one side of it while a triangle
occupies the other. The fighter has a kind view of halflings 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.
Combat Tactics: Regdig acquired the name Bloodstriker at a young age when it became clear that every blow
he struck against an opponent would draw blood. Whether it is from axe or fist, the name holds true to this day.
The dwarf prefers using axe over fist, but either method of melee is acceptable. Use of the sling (also taught
to him by the halfling monk) is reserved for foes that retreat or cannot be otherwise approached by the slow-
moving dwarf. Once he has set his mind to melee, Regdig does not listen to diplomacy unless his foe can offer
information on the whereabouts of Kaleks monastery.

Random Encounter: When he is not traveling to the next city or village along a predetermined route, Regdig is
researching Kaleks coin. The dwarf can be found in the wilderness (80%), in the library of a major city (10%),
or resting in a tavern of ill-repute (10%).

Adventure Hook: Regdig cannot find anyone who knows the location of Kaleks monastery. Frustrated, the
dwarf turns to the first party of adventurers he sees to assist himthe PCs! Using only the halflings strange
copper coin, can the party help Regdig fulfill the monks dying request?
Jelrith Perl
Male human Sor4: CR 4; Medium-size Humanoid
(human); HD 4d4; hp 13; Init +0; Spd 30 ft; AC 11
(+1 ring), touch 11, flat-footed 11; BAB +2; Grp +2;
Atk +2 melee (1d6, quarterstaff) or +2 melee (1d4,
dagger) or +3 ranged (1d8/19-20, masterwork light
crossbow); SA Spells; AL LN; SV Fort +1, Ref +1,
Will +4; Str 10, Dex 10, Con 11, Int 14, Wis 10, Cha
18.
Skills & Feats: Concentration +7, Knowledge
(arcana) +9, Listen +3, Search +4, Spellcraft +9, Spot
+3; Dodge, Scribe Scroll, Toughness.
Languages :Common, Goblin,Sylvan
Possessions: 10 bolts, masterwork dagger,
masterwork light crossbow, quarterstaff, ring of
protection +1, scroll of identify (x2), sunrod, 268
gp*.
Spells Known (Spells per Day: 6/7/4; DC 14 + spell
level): 0arcane mark, detect magic, light, mending,
read magic, resistance; 1stmage armor, shocking
grasp, sleep; 2ndinvisibility.
*Jelriths gold stockpile is kept inside his cabin within a wooden chest (hardness 5, hp 1, Break DC 17)
safeguarded by an average lock (Open Lock DC 25).

Physical Description: Weighing in at just under 170 pounds, Jelriths 5-foot 9-inch frame is topped by a mop
of greying hair. When the 39-year-old speaks, he does so with quiet tones and a vocabulary geared more toward
the intellectual. Jelrith prefers earth tone clothing with a dark green cloak.

Background: Jelrith was born the youngest of seven children into a family known for its warriors. An early
manifestation of arcane talent, however, convinced the sorcerer that swordplay was not his path. This left shy
Jelrith open to small amount of ridicule from his older siblings so he struck out on his own at a young age. It
did not take long to join up with an adventuring band that required magical assistance. After a few months of
giving their earnings to every tavern in their path, Jelrith became eager to leave the group.

His opportunity came soon after the adventurers saved a village from a sizable force of goblinoids. Mostly
composed of farmers, the village was a quiet, friendly area where one could pursue his own interests without
interference. All of these aspects endeared Jelrith to the village so when their mayor offered a home to the
group, the sorcerer quickly accepted. His companions moved on without protest, for they knew the young
Jelrith had not really been comfortable with the way they handled their lives.

Jelriths small cabin was constructed by the grateful villagers and his home supplied with locally-made
furnishings. In exchange for this, as well as access to the villages food storage, the sorcerer agreed to defend
the area from monstrous incursions, aid in the repair of damaged clothing and equipment (by casting mending),
and to act as consultant when required by the constable or mayor.

Combat Tactics: Unless immediately engaged in melee, Jelrith casts mage armor before acting. The second
priority is to escape (or stay out of) direct melee. The sorcerer cannot hope to stand toe to toe with many
opponents, so utilization of the crossbow is paramount. Jelrith casts sleep against multiple foes and then enlists
aid in dragging the slumbering forms away from the village. He tries to keep at least one invisibility spell
available for retreat when necessary.

Random Encounter: The majority of Jelriths time is spent either invisibly on patrol amidst the areas sparse
trees (45%) or studying inside his cabin (30%). Otherwise, the sorcerer might be escorting village traders inside
a city (10%), aiding village authorities (10%), or teaching a village youth the rudiments of sorcery (5%).

Adventure Hook: When a woman in Jelriths village is murdered, the cause of death is determined to be magic
and all eyes look to the resident sorcerer. Has Jelrith finally gone mad in his loneliness or does an unknown
adversary wish to frame the human so the village is left unguarded by magic?
Fehlanna TemPrash
Female elf War3/Clr15: CR 17; Medium-size Humanoid (elf);
HD 3d10 plus 15d8; hp 84; Init +5 (+4 Improved Initiative, +1
Dex); Spd 30 ft; AC 23 (+9 elven chain, +3 heavy wooden
shield, +1 Dex), touch 11, flat-footed 22; BAB +11/+6/+1; Grp
+12; Atk +18 melee (1d8+3/17-20 [+2d6 vs. lawful creatures],
+2 anarchic keen longsword) or +14 melee (1d8+2, +1 bashing
blinding heavy wooden shield); Full Atk +18/+13/+8 melee
(1d8+3/17-20 [+2d6 vs. lawful creatures], +2 anarchic keen
longsword) or +14/+9/+4 melee (1d8+2, +1 bashing blinding
heavy wooden shield); SA Spells, SQ Elven traits, turn undead
(+2); AL CG; SV Fort +14, Ref +9, Will +16; Str 13, Dex 12,
Con 10, Int 14, Wis 19, Cha 11.
Skills & Feats: Concentration +12, Heal +13, Intimidate +6,
Jump +7, Knowledge (religion) +9, Listen +8, Ride +7, Search
+4, Spellcraft +10, Spot +8; Alertness, Combat Casting, Craft
Rod, Improved Initiative, Improved Shield Bash, Leadership,
Mounted Combat, Weapon Focus (longsword).
Languages: Celestial, Common, Elven
Possessions: +2 anarchic keen longsword, +1 bashing blinding heavy wooden shield, cloak of resistance +2,
+4 elven chain, potion of cure moderate wounds, potion of haste, potion of levitate, ring of blinking, ring of
ram, rod of cancellation, 148 gp.
Spells Prepared (6/6/6/6/5/4/3/2/1; DC 14 + spell level): 0create water, detect magic, detect poison, guidance,
purify food and drink, read magic; 1stbane, command, entropic shield, obscuring mist, protection from
law*, sanctuary, summon monster I; 2ndbulls strength, consecrate, hold person, lesser restoration, silence,
spiritual weapon*, sound burst; 3rddaylight, dispel magic (x2), magic vestment*, prayer, summon monster
III, wind wall; 4thcontrol water, divine power*, freedom of movement, giant vermin, imbue with spell ability,
restoration; 5thflame strike*, greater command, plane shift, summon monster V, true seeing; 6thanimate
objects*, greater dispel magic, undeath to death, wind walk; 7thholy word, power word blind*, regenerate;
8thcloak of chaos, earthquake.
* Domain spell; Domains: Chaos and War

Physical Description: Resplendent in her gold and silver elven chain, Fehlanna cuts an imposing figure for
an elf at 5 feet tall and a slim 96 pounds. The warrior-priests piercing blue eyes are set into the milk-white
skin of her soft face below a silky mane of golden hair. She keeps her longsword on her left side and rod of
cancellation on her right while almost always having her shield strapped across her back. Even in known safe
areas, Fehlanna displays the holy symbol of her deity proudly (which is a green fist holding a golden lance
amidst a misty background) in this fashion.

Background: An admirer of the elven war deity from a young age, Fehlanna joined the temple as a guard at the
tender age of 120 (she is now 260). She rose quickly in the ranks to a position of personal guard of the temples
Prelate. She began to study clerical magic more in depth during her tenure as personal guard but the tutoring
was cut short when a surprise troll attack left her charge dead on the battlefield. Fehlanna took the Prelates
standard and rallied the fragmented elven forces to victory over the evil creatures. In the heat of the moment, it
was clear to all around her that Fehlanna held the favor of the war deity. An aura almost visibly surrounded her
when she commanded her fellow elven warrior-priests.

As one of the top-ranking individuals in the church, Fehlanna has seen more battles than most in her century
plus of service. Her quick temper is legendary and she has never been one to keep counsel. The warrior-priest
might have moved into retirement from active service by now if it was not for an incessant urge to remainan
urge she believes comes from the war god and a need for her to act in one last glorious battle. So despite (or,
perhaps, in spite of) official pressure to scale back her involvement (her strict puritan views are not appreciated
at this time), she stays on. Fehlanna always does what is right for the moment and the consequences can be
damned.

Combat Tactics: On her own, Fehlanna alternates attacks between her vicious longsword and shield bashes
(throwing in blinding flashes when she desires). Combat maneuvers and tactics that a foe cannot anticipate
are not only favored by the elf, they are dictums of the war deity. Battle is chaotic; states the mantra, to be
victorious you must be as one with the chaos. When she is commanding others, Fehlanna relies on support
spells like summon monster, giant vermin, and earthquake. In the most optimum conditions, elven troops are
briefed to expect these spells before combat begins so that might better follow the faiths mantra (instead of
being surprised by the spells).

Random Encounter: Being a high-level church representative, Fehlanna finds herself at temple (for worship,
paperwork, or reverie) more than she would like (50%). She can also be encountered at public functions
whether amongst her own race or non-elf allies (15%), traveling to visit smaller shrines dedicated to the war
deity (15%), or in combat against one of many elven racial foes (20%).

Adventure Hook: A runner brings news of an attack in the woods east of the temple. An elven village has been
destroyed by unidentified marauders. The Prelate orders Fehlanna to take a squadron of warriors to investigate.
When she reaches the village, everything is intact and no one has been harmed. The PCs might be visiting
this village for supplies when the war deitys troops arrive. Who would lie about the attack and why? When
Fehlanna becomes the target of assassination here, the questions only multiply.
Adim Protiye
Male human Brd1/Exp1: CR 1; Medium-size
Humanoid (human); HD 2d6; hp 7; Init +2 (+2
Dex); Spd 30 ft; AC 14 (+2 leather, +2 Dex), touch
12, flat-footed 12; BAB +0; Grp +2; Atk +2 melee
(1d6+2, masterwork light mace) or +2 melee
(1d4+2/19-20, dagger) or +2 ranged (+3 to hit and
damage if within 30 ft.) (1d4, sling); SA Spells;
SQ Bardic music, bardic knowledge, countersong,
fascinate, inspire courage +1; AL CN; SV Fort +1,
Ref +5, Will +4; Str 14, Dex 14, Con 10, Int 13, Wis
8, Cha 15.
Skills & Feats: Appraise +4, Bluff +7,
Concentration +2, Decipher Script +6, Disguise
+8, Gather Information +6, Perform (sing) +8,
Profession (scribe) +4, Search +3, Sleight of Hand
+6, Spellcraft +3, Tumble +4; Point Blank Shot,
Rapid Shot.
Languages: Common, Draconic
Possessions: Backpack, belt pouch, cloak of
resistance +1, dagger, dart (x4), elixir of truth,
everburning torch, ink (1 oz. vial), inkpen, leather
armor, masterwork light mace, parchment (x5
blank), potion of cure light wounds, 8 gp, 9 sp.
Spells Known (Spell per Day: 3/1; DC 14 + spell level): 0daze, detect magic, mage hand, read magic,
resistance; 1stcomprehend languages, silent image.

Physical Description: Adim has markedly good looks framed handsomely by chiseled features. At only 22
years of age, the bard is 6 foot 3 inches tall with a toned body weight of 180 pounds. His clothing, while
keeping with local trends, is by necessity cheap although varied in color. One thing Adim firmly believes is that
time should not be wasted. To this end, he dresses for the next day before going to bed. While he may save a
bit of time, the wrinkled dress that occurs as a result is something of a trademark to those that know him.

Background: Of all the observations that can be made about Adim, one stands out above the resthe is quite
mad. Not in the angry way but in the insane way. Abandoned by his real parents, Adim was raised the only son
of a peasant farmer. The budding bard moved to the nearest town when a particularly harsh winter killed his
parents in an avalanche. By this time, he was old enough to work and look out for himself. Always engaged
by stories he heard in his small village, Adim decided to be a small part of those stories heritage by working as
a scribe. By learning to read and write, it wouldnt be long before he could record and recite stories of his own
design.

When he felt he had learned enough in the scribe profession, Adim struck out on his own to weave tales of
derring-do and sing them for any who would listen. Unfortunately, the young bard tends to borrow from
known stories, change the main characters around, and then exaggerate heavily. Even worse, he believes that
his versions are the truth and that he has been chosen by The Great Bard in the Sky to set the false tales
straight. Knowing this is a dangerous task (he is mad, but not stupid), Adim dons a blue hood to hide his
identity. When singing the truth to his audience, the bard simply calls himself The Storyteller. Other bards
who wish words with the young man are hard pressed to locate him. Because of a healthy dose of paranoia,
Adim rarely stays in the same area for long and never walks on the same street or stays in the same inn twice.

Combat Tactics: To distract foes more than inflict serious harm, Adim throws two darts at the beginning of
combat. This tactic is followed by casting daze and then either a quick whack with the mace or running like
hell.

Random Encounter: The street corner of any urban center is Adims mainstay (70%). But even he must rest
from his crusade of truth and can be found on the top floor of an inn (10%) at irregular hours. The remainder
of his time is spent walking (he doesnt trust horses) from town to town whilst writing down the tales of others
which he might discern the truth from (20%).

Adventure Hook: Adim has someone learned of the PCs most recent adventure and has worked it into a grand
tale of deceit, woe, and eventual victory over evil. However, the facts may be disputed when the PCs hear that
the bad guys of the story are themselves! Tales from The Storyteller travel fast and the characters might find
themselves unwelcome in a town when someone identifies them as enemies of goodness and purity.
Generic Stat Blocks
As described in the introduction, this section strips the flavor text from the above statistics and provides
the GM with handy stat blocks to be used as he or she sees fit. The bracketed subtitles above each stat block
represent possible uses for the statisticswhat types of roles such NPCs might be found performing. Changes
to alignment or gender can be made without affecting the stat blocks numeric integrity.

[Mid-level thieves guild contact; patriarch of a [Wandering adventurer; watch captain within
financially ailing noble house; mayor of a village or a racially-tolerant city; outcast liege or military
small town] commander of a modestly-sized dwarven clan]
Male half-elf Ari4/Rog3: CR 6; Medium-size Male dwarf Ftr12: CR 12; Medium-size Humanoid
Humanoid (half-elf); HD 4d8 plus 3d6+7; hp 31; Init (dwarf); HD 12d10+24; hp 90; Init +5 (+1 Dex,
+2 (Dex); Spd 30 ft; AC 14 (+2 bracers, +2 Dex), +4 Improved Initiative); Spd 15 ft; AC 17 (+6
touch 12, flat-footed 12; BAB +5; Grp +5; Atk +5 breastplate, +1 Dex), touch 11, flat-footed 16; BAB
melee (1d8/x3, warhammer) or +8 ranged (1d8+1/19- +12/+7/+2; Grp +16; Atk +20 melee (1d10+5 [+1d6
20/x2, +1 light crossbow); SQ Half-elf traits; AL NE; electrical] [+2d10 electrical on critical hit]/x3, +1
SV Fort +3, Ref +6, Will +5; Str 10, Dex 14, Con 12, shocking burst dwarven waraxe) or +14 ranged (1d4,
Int 13, Wis 11, Cha 15. masterwork sling); Full Atk +20/+15/+10 melee
Skills & Feats: Appraise +4, Bluff +9, (1d10+5 [+1d6 electrical] [+2d10 electrical on critical
Diplomacy +6, Disguise +9, Gather Information +11, hit]/x3, +1 shocking burst dwarven waraxe) or +14/
Intimidate +8, Listen +8, Move Silently +12, Search +9/+4 ranged (1d4), masterwork sling); SQ Dwarf
+5, Sense Motive +7, Spot +4, Use Magic Device +10; traits; AL NG; SV Fort +10, Ref +5, Will +5; Str 21
Combat Expertise, Dodge, Improved Disarm. (19)*, Dex 13, Con 14, Int 10, Wis 13, Cha 8.
Possessions: 10 bolts, bracers of armor +2, +1 Skills & Feats: Climb +14, Craft
light crossbow, potion of shield of faith (+3), scroll of (armorsmithing) +8, Jump +8, Listen +2, Search +1,
enlarge person (caster level 3)*, scroll of magic missile Spot +2, Swim +10; Athletic, Blind-Fight, Cleave,
(caster level 3) (x2)*, tanglefoot bag (x2), warhammer, Diehard, Great Cleave, Greater Weapon Focus
52 gp. (dwarven waraxe), Improved Initiative, Improved
*All scrolls require a successful Use Magic Sunder, Improved Unarmed Strike, Power Attack,
Device check (DC 23) to use. 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.
[Mid-tier student at a magic academy; low ranking [Senior field physician; fanatic religious cult leader;
battle-mage of an army; sidekick/lackey for a more famed war hero]
powerful individual] Female elf War3/Clr15: CR 17; Medium-size
Male human Sor4: CR 4; Medium-size Humanoid Humanoid (elf); HD 3d10 plus 15d8; hp 84; Init +5
(human); HD 4d4; hp 13; Init +0; Spd 30 ft; AC 11 (+4 Improved Initiative, +1 Dex); Spd 30 ft; AC 23
(+1 ring), touch 11, flat-footed 11; BAB +2; Grp +2; (+9 elven chain, +3 heavy wooden shield, +1 Dex),
Atk +2 melee (1d6, quarterstaff) or +2 melee (1d4, touch 11, flat-footed 22; BAB +11/+6/+1; Grp +12; Atk
dagger) or +3 ranged (1d8/19-20, masterwork light +18 melee (1d8+3/17-20 [+2d6 vs. lawful creatures],
crossbow); AL LN; SV Fort +1, Ref +1, Will +4; Str +2 anarchic keen longsword) or +14 melee (1d8+2,
10, Dex 10, Con 11, Int 14, Wis 10, Cha 18. +1 bashing blinding heavy wooden shield); Full Atk
Skills & Feats: Concentration +7, Knowledge +18/+13/+8 melee (1d8+3/17-20 [+2d6 vs. lawful
(arcana) +9, Listen +3, Search +4, Spellcraft +9, Spot creatures], +2 anarchic keen longsword) or +14/+9/+4
+3; Dodge, Scribe Scroll, Toughness. melee (1d8+2, +1 bashing blinding heavy wooden
Possessions: 10 bolts, masterwork dagger, shield); SA Spells, SQ Elven traits, turn undead (+2);
masterwork light crossbow, quarterstaff, ring of AL CG; SV Fort +14, Ref +9, Will +16; Str 13, Dex
protection +1, scroll of identify (x2), sunrod, 268 gp. 12, Con 10, Int 14, Wis 19, Cha 11.
Spells Known (Spells per Day: 6/7/4; DC 14 Skills & Feats: Concentration +12, Heal +13,
+ spell level): 0arcane mark, detect magic, light, Intimidate +6, Jump +7, Knowledge (religion) +9,
mending, read magic, resistance; 1stmage armor, Listen +8, Ride +7, Search +4, Spellcraft +10, Spot
shocking grasp, sleep; 2ndinvisibility +8; Alertness, Combat Casting, Craft Rod, Improved
Initiative, Improved Shield Bash, Leadership, Mounted
Combat, Weapon Focus (longsword).
Possessions: +2 anarchic keen longsword,
[Novice archaeologist; assistant sage; amateur
+1 bashing blinding heavy wooden shield, cloak of
sideshow performer]
resistance +2, +4 elven chain, potion of cure moderate
Human male Brd1/Exp1: CR 1; Medium-size
wounds, potion of haste, potion of levitate, ring of
Humanoid (human); HD 2d6; hp 7; Init +2 (+2 Dex);
blinking, ring of ram, rod of cancellation, 148 gp.
Spd 30 ft; AC 14 (+2 leather, +2 Dex), touch 12, flat-
Spells Prepared (6/6/6/6/5/4/3/2/1; DC 14
footed 12; BAB +0; Grp +2; Atk +2 melee (1d6+2,
+ spell level): 0create water, detect magic, detect
masterwork light mace) or +2 melee (1d4+2/19-20,
poison, guidance, purify food and drink, read magic;
dagger) or +2 ranged (+3 to hit and damage if within
1stbane, command, entropic shield, obscuring mist,
30 ft.) (1d4, sling); SA Spells; SQ Bardic music, bardic
protection from law*, sanctuary, summon monster I;
knowledge, countersong, fascinate, inspire courage
2ndbulls strength, consecrate, hold person, lesser
+1; AL CN; SV Fort +1, Ref +5, Will +4; Str 14, Dex
restoration, silence, spiritual weapon*, sound burst;
14, Con 10, Int 13, Wis 8, Cha 15.
3rddaylight, dispel magic (x2), magic vestment*,
Skills & Feats: Appraise +4, Bluff +7,
prayer, summon monster III, wind wall; 4thcontrol
Concentration +2, Decipher Script +6, Disguise +8,
water, divine power*, freedom of movement, giant
Gather Information +6, Perform (sing) +8, Profession
vermin, imbue with spell ability, restoration; 5thflame
(scribe) +4, Search +3, Sleight of Hand +6, Spellcraft
strike*, greater command, plane shift, summon monster
+3, Tumble +4; Point Blank Shot, Rapid Shot.
V, true seeing; 6thanimate objects*, greater dispel
Possessions: Backpack, belt pouch, cloak
magic, undeath to death, wind walk; 7thholy word,
of resistance +1, dagger, dart (x4), elixir of truth,
power word blind*, regenerate; 8thcloak of chaos,
everburning torch, ink (1 oz. vial), inkpen, leather
earthquake
armor, masterwork light mace, parchment (x5 blank),
*Domain spell; Domains: Chaos and War
potion of cure light wounds, 8 gp, 9 sp.
Spells Known (Spell per Day: 3/1; DC 14 +
spell level): 0daze, detect magic, mage hand, read
magic, resistance; 1stcomprehend languages, silent
image.
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