None Player Characters

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

(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)

(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 14Base 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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