NPC Characters

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Sebastiaan Vrancx (1573-1647). War Scene Sebastiaan Vrancx (1573-1647). War Scene

NPCs (CR <1)

Acolyte (Human Cleric 1)

Alcoholic Fisherman (Human Commoner 1)

Bandit (Human Warrior 2)

Barmaid (Human Commoner 2)

Courthouse Guard (Human Warrior 2)

Damsel in Distress (Human Adept 2)

Farmer (Human Commoner 1/Expert 1)

Foot Soldier (Human Warrior 1)

Guide (Human Expert 2)

Innkeeper's Child (Young Human Commoner 1)

Native/Tribal Human (Native Human fighter 1)

Parish Constable (Human Warrior 1)

Pickpocket (Human Rogue 1)

Pirate/Buccaneer (Human fighter 1)

Porter (Human Commoner 1)

Shipmate (Human Expert 1/Warrior 1)

Squire (Human Aristocrat 1)

Steward (Human Aristocrat 2)

Village Idiot (Human Commoner 1)

NPCs (CR 1)

Beggar (Human Commoner 1/Rogue 1)

Butler (Human Aristocrat 1/Expert 3)

Cannibal (Human Barbarian 2)

Caravan Guard (Human fighter 2)

Carny (Human Expert 2)

Doomsayer (Human Adept 3)

Drunkard (Human Commoner 1/Warrior 2)

Guard (Human Warrior 3)

Initiate (Human Monk 2)

Innkeeper (Human Expert 4)

Pawnbroker/Fence (Human Expert 4)

Prostitute (Human Expert 1/Rogue 1)

Shopkeep (Human Expert 3)

Storyteller (Human Bard 2)

Street Thug (Human Fighter 1/Rogue 1)

Vagabond (Human Commoner 2/Warrior 1)

NPCs (CR 2)

Burglar (Human Rogue 3)

Cultist (Human Cleric 3)

Hell Knight Armiger (Human Fighter 3)

Noble Scion (Human Aristocrat 4)

Prisoner (Human Expert 4)

Thief-taker (Human Investigator 2/Warrior 2)

Village Elder (Human Commoner level 8 )

Wanderer (Human Bard 1/Rogue 2)

NPCs (CR 3)

Barkeep (Human Expert 4/Warrior 1)

Dealer (Human Expert 1/Rogue 3)

Guard Officer (Human Fighter 4)

Pilgrim (Human Commoner 5)

Slaver (Human Fighter 2/Ranger 2)

Trapper (Human Ranger 4)

Turnkey (Human Warrior 5)

NPCs (CR 4)

Battle monk (Human Monk 5)

Hedge Wizard (Commoner 2/Wizard 3)

NPCs (CR 5)

Battle Mage (Human Evoker 6)

Cavalry (Human Fighter 6)

Fortune Teller (Human Bard 3/Sorcerer 3)

Gladiator (Human Barbarian 3/fighter 3)

Minstrel (Human Bard 6)

Monster Hunter (Human Ranger 6)

Raider (Human Barbarian 6)

Ruffian (Human Commoner 7)

Shaman (Human Adept 5)

Successful Merchant (Human Expert 7)

Tomb Raider (Human Rogue 6)

Torturer (Human Expert 5/Fighter 2)

Traveling Merchant (Human Expert 7)

NPCs (CR 6)

Archaeologist (Human Rogue 7)

Beast Master (Human Ranger 7)

Conjurist (Human Conjurer 7)

Hermit (Human Druid 7)

Highwayman (Human Fighter 4/Rogue 3)

Holy Warrior (Human Paladin 7)

Princess (Human Aristocrat 8)

Watch Captain (Human Fighter 7)

NPCs (CR 7)

Guide (Human Expert 9)

Hell Knight Enforcer (Human Sorcerer 6/Hell Knight Enforcer 2)

Knight (Human Aristocrat 2/Paladin 6)

Sellsword (Human Fighter 8)

Viking (Human Barbarian 2/Fighter 6)

NPCs (CR 8)

Aloof Scholar (Human Bard 7/Pathfinder Chronicler 2)

First Mate (Human Expert 4/Fighter 5)

King (Human Aristocrat 10)

Titian (1490–1576) Title: King Philip II of Spain Date 1545/1556

King CR 8

XP 4,800
Human Aristocrat 10
Medium humanoid (human) N
Init +0; Senses Perception +10
DEFENSE
AC 18, touch 11, flat-footed 18 (+7 armor, +1 deflection)
hp 50 (10d8+5)
Fort +6, Ref +4, Will +10
OFFENSE233 gp
Speed 20 ft.
Melee mwk longsword +8/+3 (1d8–1/19–20) or light mace +6/+1 (1d6–1)
Ranged mwk dagger +8/+3 (1d4–1/19–20)
TACTICS
During Combat No stranger to battle, the aristocrat fights with his longsword and orders all available guards and retainers to slay his attackers for the crime of attacking his royal person. He takes full tactical command of the battle, directing each subject, and avoids actions that put him at risk. If it looks like he would be killed or captured, he directs his guards to block pursuers and tries to flee.
STATISTICS
Strength 8, Dexterity 11, Constitution 10, Intelligence 14, Wisdom 10, Charisma 14
Base Atk +7; CMB +6; CMD 17
Feats Alertness, Great Fortitude, Iron Will, Persuasive, Vital Strike, Weapon Focus (longsword)
Skills Bluff +10, Diplomacy +19, Intimidate +12, Knowledge (geography, history) +10, Knowledge (local) +6, Knowledge (nobility) +15, Knowledge (religion) +8, Linguistics +9, Perception +10, Perform (dance) +6, Perform (oratory) +10, Ride +6, Sense Motive +17
Languages Common, Dwarven, Elven, Giant, Gnome, Halfling, Sylvan
Combat Gear potion of cure serious wounds, potion of delay poison; Other Gear +1 glamered breastplate, masterwork dagger, masterwork longsword, cloak of resistance +1, ring of protection +1, royal outfit, crown (worth 500 gp), royal scepter (worth 250 gp, as light mace in combat), royal seal (worth 150 gp),

This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.


DESCRIPTION

Though once an even-tempered and capable ruler, the king tires of the responsibilities of the crown and reflects fondly on his days as a questing noble knight, free of court intrigue and stifling castle walls. Petitioners who bore or offend him risk arousing his anger, as do sycophants and hangers-on. He admires soldiers, knights, and adventurers, though he doesn't tolerate disrespect of himself, his family, or his country.

If the king has a suitable heir (and therefore can afford to take minor risks with his own life), he may sate his desire for fresh air and action by going on hunting trips, accompanied by a select group of nobles and trusted guards. Player characters who earn his goodwill may be invited to these outings, but should be wary of outshining the king's skill at riding or hunting. The king giving unexpected attention to the PCs may anger other nobles and provide roleplaying and campaign plot opportunities.

Note that much of the king's wealth is in the form of royal regalia, such as a crown and royal seal. These items are easily recognized as royal property and any non-noble caught with them is assumed to be a thief. The king also has access to other jewelry and clothing that belongs to the official regalia of his office (such as crown jewels), which may be worth thousands of gold pieces or more.

The above stat block can also be used for a queen, adventuring prince or princess, or a (non-spellcaster) ruler of a powerful religious institution (especially in lands where it is customary for younger sons or daughters to become clergy).

Section 15: Copyright Notice
Pathfinder Roleplaying Game NPC Codex © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.

Mayor (Human Aristocrat 3/Expert 7)

Noble (Human Aristocrat 10)

Priest (Human Cleric 9)

Slayer (Human Ranger 5/Assassin 4)

Traitor (Human Commoner 10)

hangingJean-Pierre Norblin de La Gourdaine [Public domain], via Wikimedia Commons

 

Traitor CR 8

XP 4,800
Human Commoner 10
CE Medium humanoid (human)
Init –1; Senses Perception +14
DEFENSE
AC 11, touch 9, flat-footed 11 (+2 armor, –1 Dexterity)
hp 55 (10d6+20)
Fort +6, Ref +4, Will +6
Immune detect thoughts, discern lies, alignment detection
OFFENSE
Speed 30 ft.
Melee light mace +4 (1d6–1)
Ranged splash weapon +4 (varies)
STATISTICS
Strength 9, Dexterity 8, Constitution 12, Intelligence 12, Wisdom 12, Charisma 14
Base Atk +5; CMB +4; CMD 13
Feats Great Fortitude, Iron Will, Lightning Reflexes, Skill Focus (Bluff, Sense Motive), Toughness
Skills Bluff +18, Diplomacy +8, Knowledge (geography) +3, Knowledge (history) +5, Knowledge (local) +6, Linguistics +3, Perception +14, Ride +5, Sense Motive +12
Languages Common, Dwarven, Elven, Halfling

Combat Gear
potion of cure moderate wounds, potion of gaseous form, potion of mage armor, acid (2), alchemist's fire (2); Other Gear leather armor, light mace, ring of mind shielding, 875 gp

TACTICS

During Combat The traitor hides behind any available allies and throws alchemical items, fighting in melee only as a last resort.

DESCRIPTION

A trusted and respected pillar of his community, a traitor keeps a kind face and speaks honeyed words, all the while betraying his people for his own selfish gain. In the long run, he doesn't care who gets hurt or killed by his devious plans, as long as he is able to profit from it in terms of status or wealth.

The traitor may have the village elder (commoner 8) under his thumb, or may keep several ruffians (commoners 7) at his beck and call. If allied with an evil cult, he may be able to get help from enforcers (adepts 5) or initiates (adepts 3) to enact his plans and keep a cultist (adept 10) on a short leash or at a safe distance.


Section 15: Copyright Notice
Pathfinder Roleplaying Game NPC Codex © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.

NPCs (CR 9)

Champion (Human Barbarian 5/Fighter 5)

Dancing Dervish (Human Rogue 10)

Merchant Prince (Human Expert 4/Rogue 6)

NPCs (CR 10)

Celebrity Bard (Human Bard 11)

Chieftain (Human Warrior 12)

General (Human Fighter 11)

Guild Master (Human Rogue 11)

Hell Knight (Human Fighter 5/Hell Knight 6)

Queen (Human Aristocrat 12)

NPCs (CR 11)

Bandit Lord (Human Fighter 8/Rogue 4)

Bounty Hunter (Human Ranger 12)

Captain (Human Expert 3/Fighter 9)

Cult Leader (Human Cleric 10/Rogue 2)

Pirate Captain (Human Fighter 7/Rogue 5)

Sage (Human Abjurer 5/Expert 7)

Saint (Human Paladin 12)

NPCs (CR 12)

Courtesan (Human Bard 12)

High Priest (Human Cleric 13)

NPCs (CR 14)

King (Human Aristocrat 16)

Master (Human Monk 15)

NPCs (CR 20)

Ageless Master (Human Monk 20)

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