[Village of the Damned] 100 Villagers


Homebrew and House Rules

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Well then, commoner 1 can be the default.
Mortimer and Ritner are loosely based on Mortici and Rigby, before they gained levels as Blaster Monks of some kind. If they ever find someone willing to train them in a class, that's what class they become. For now they are zero level big kids.


92: Barnaby Smith. Pure Neutral Half Elf Bard 10. Cha:18 everything else 9. Hits 50.
He showed up last year and rebuilt a pair of abandoned buildings into a theater. He rewrites plays around local talent and the ghosts from the previous buildings. In addition to recruiting performers from the young people, he is also looking for a wife. He is a polytheist, calling out to whatever deity is appropriate.

It's not his real name. He has experienced horrors that made it impossible for him to continue adventuring.


Goth Guru wrote:


67: Jane D. Carpenter
Str 8, Dex 8, Con 10, Int 8, Wis 18, Cha 10; Female Human Cleric level 8: NG She was the party’s cleric before she married John and settled down here. Some of their children became adventurers and left town. Others work in the family business. Next to their home is their furniture store, guarded by the scarecrows not currently rented.

Who does she worship?


scary harpy wrote:
Goth Guru wrote:


67: Jane D. Carpenter
Str 8, Dex 8, Con 10, Int 8, Wis 18, Cha 10; Female Human Cleric level 8: NG She was the party’s cleric before she married John and settled down here. Some of their children became adventurers and left town. Others work in the family business. Next to their home is their furniture store, guarded by the scarecrows not currently rented.
Who does she worship?

Sarenrae. Good and Healing.


MattW wrote:
93. Jolly Johnny Meadbriar S 12, D 10, C 11, I 13, W 12, Ch 14, 4th level Expert, HP 18, Trader/Merchant. Jolly Johnny has a merchant shop where he 'can sell water to a drowning man'. Out back he has a stables, which he uses for horse trading, and rents to travellers when the inns are full. He is red nosed due to long years of drink, which he happily gives folk a taste if it will help a sale. He is married and his 3 daughters, the oldest is married off to a soldier and has moved away. He is keen to keep the local boys from the younger two daughters, unless he 'approves' of them.

Renumbered so to fix double numbers.

Liberty's Edge

What amount of points are we able to spend on it.

Just because i'm not certain about how strong you want the characters to be.


ErisAcolyte-Chaos jester wrote:

What amount of points are we able to spend on it.

Just because i'm not certain about how strong you want the characters to be.

They are NPCs so you can min max and have one use a staff of life as a walking cane as much as you like.


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94. Travis O'mally Str 7, Dex 16, Con 13, Int 14, Wis 15, Cha 16 hp 18 (5d6+4) Seems to be a gnome. He has a wooden club he is very proficient with. He is mostly known as a shoemaker. He has made 2 boots suitable for enchanting, but they are for a small person.

Secrets: He is a leprechaun. He did a blood curse ritual on his pot of gold. Someone stole it anyways, but the -1 on every roll per coin did them and many others in. Many people have returned coins to him getting them +1 to all rolls for a year. He has 10 coins out of 100. He only has one level of expert and that is as a shoemaker. Go to leprechaun.

http://paizo.com/pathfinderRPG/prd/additionalMonsters/leprechaun.html


95. Tommy Genric N Str 16,Dex 16,Con 4,Int 13,Wis 8,Cha 10 Commoner1 D6 HP 2 He's a hunter gatherer. When he isn't going after mermin with his pet cat Fred, he's gathering spell and potion components to sell, helping out a farm worker, or helping build buildings. Perception 2, handle animal 2. He generally avoids monsters and ruins, but will lead adventurers to them for a gold piece each in advance.


96. Trader Samuel, LE Str 8,Dex 16, Con 8, Int 20, Wis 8, Cha 8 Necromancer 12, Professions Merchant(trader) Accountant. He's been known to go after undead to collect debts their will did not cover.


97. Big Joe Mehangaha S 48, Dex 6, Con 26, I 6, W 6, Cha 8, 1st commoner, 6th warrior. HP 94
As a child he fell down into a cavern where he encountered an ancient, glowing, starstone that caused him to mutate. He grew out of his inherited job as a farmhand. Now he’s THE colossal human. Big Joe has fashioned a really big mining pick and hide armor made from dire animals. He lives in a cavern he reaches through a hollowed out mountain. A mutation cult brings him oversized bread. He makes sandwiches using meat he cooks from dire beasts and other monsters, and vegetables the farmers sacrifice to him. He supposedly scares away mindless giant monsters like the Terask.

The Exchange

98. Geet, Gnome of indeterminate yet elder age, unusually non-descript clothing for a gnome which ironically stands out from the garish carriage. Occasionally tells tales of her ol’pa and ma from back in the day, former adventures and their life rom centuries ago.. Her kids gone and grown leaving her with idle time and here she is scraping by delivering packages and selling odds and ends as market allows. She travels with other caravans or with troop movements for protection if at all possible.

“Geet’s Merchant and Delivery Service”, this is what her two-horse drawn carriage proclaims. The box carriage, while aged, is well-maintained, and the driver space looks downright comfortable with a protective overhang. The carriage as a whole radiates magic if detected for, permanent Animate Object and Alarm. The horses are for mundane transportation but not needed in an emergency. Doors in back are locked (functional but for show only and relock as soon as picked/knocked open.). Access is via a small panel behind driver.

Officially she sells all sorts of stuff. Sometimes the occasional magic if she can get on the cheap for healthy profit. Delivers packages for a nominal fee, no questions asked rate higher prices. These are all in carriage and subject to inspection/confiscation. For her real customers, the interior of floor moves aside to create opening with a portable hole flush between the undercarriage and decking. Geet is a smuggler, a very successful one. She actually started out as a simple courier (with an inherited portable hole) and has built her clientele through extreme vetting accordingly. She is an old rogue but not a dumb one. Her skills and feats reflect non-adversarial discrete approach to wealth management.


99. Dr. Smyth Pansage S 6, Dex 10, Con 6, I 20, W 18, Cha 8, 10th level expert, 6th level Sage. HP 16(or 32 if 2 is the minimum)
Human but his nose hints of some gnome ancestry.

Dr Pansage’s family had collected artifacts before most current buildings were erected, but the hurried excavations exposed charcoal-rich surfaces containing glass spheres formed from melting soil, melted iron- and sulfur-rich samples, and nanodiamonds. Such materials are all indicators of extremely high temperatures like those produced by a chunk of rock exploding in the air. He’s turned his home into a combination library and museum. His family name comes from a sighting of a rare plant creature. Sage is a prestige class that gives extra skill points for knowledge.

He does have enough nanodiamonds to cast one resurrection spell, but he cannot cast the actual spell.

https://www.livescience.com/fireball-destroyed-ancient-syrian-town.html?utm _source=notification

A patron recently brought Joe(97) an oversized set of folding plate. +1 full plate when deployed.


100.Archibald Beuchar. S12 Dex 10, Con 8, I 6, W 5, Cha 5, 5th level commoner, 20 hits. Pure Neutral. He can use a butcher knife like a dagger, and will if the village is invaded. His butcher shop has expanded into a market, selling food and goods produced by other villagers.


I know the 100 has been reached... I am late to the party, so BONUS VILLAGERS!!!

101. Vrern Downflower [Warslinger Halfling]. S12, D17, C14, I10, W14, C10. 27HP. Weapon Master Fighter 3. Chaotic Neutral. Vrern Downflower is an absolute dead shot with his masterwork slingstaff. He is usually hired as a guard, if nothing more than to keep him on the correct side of the law.

102. Crass Deepwyrm [Day Raider Kobold]. S10, D16, C12, I16, W10, C10. 71HP. Deep Marshal Magus 11. Lawful Neutral. Crass Deepwyrm holds herself as a marshal, although she only holds authority in the miner's guild. She wears heavy armor, uses a Light Dwarven Axe-Gauntlet, and a tail attachment weapon on her prehensile tail. She is an expert in all things mining, and she is known for her talent in abjuration magics.

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