NPC Gallery


Homebrew and House Rules


Homebrew forum...I guess.

After browsing through the NPC gallery in the GMG I was a bit unsatisfied. I am happy that there was a list of fully built list of NPCs published to be on hand at all times, but the NPCs therein seemed a bit too fantastic (for lack of a better word) for my tastes as well as feeling somewhat inconsistent. I was interested in having a stack of NPC statistic blocks on hand to make GMing easier on myself but as fine of a product as the GMG was it wouldn’t suffice for my needs. Many of the NPCs in the GMG are built with primarily PC class levels as opposed to NPC class levels and are of a lot higher level than I would expect common folk to be. I wanted somewhat more toned down NPCs that followed consistent guidelines to emphasize just how exceptional the PCs are in relation to the world they’re in and just how much of an impact they can have.

So I set out to type up my own NPC gallery for personal use with the following guidelines:

  • NPCs will have one level per age category (1 for youths, 2 for adults, 3 for the middle-aged, and so on) representing them gradually becoming more adept at their chosen professions with age. This means the majority of NPCs will be level 2 (CR 1/3s).
  • Any NPC that can be accurately represented with NPC class levels as opposed to PC class levels should be. Pickpockets can be experts, for example, as opposed to rogues, unless one is particularly good at attacking from hiding or needs specific talents.

The above 2 guidelines should be broken for specific NPCs, such as major villains or truly noteworthy people in the storyline, which kind of goes hand-in-hand with guideline 2.
  • All NPCs are built off the standard array, or the elite array if they possess PC levels, just as stated in the CRB, and stick as close to their allotted wealth as possible, minimizing reliance on magic items.
  • The ultimate goals of each NPC should be decided before its creation; all NPCs should be proficient in their fields and be able to succeed on their everyday tasks by taking 10 to hit skill DCs. For example, the town guard that I’ll list below will be able to hit a 13 by taking 10 on Intimidate. As most criminals will be level 1 or 2 according to the guidelines I set for myself, even if wisdom is one of their better attributes (a +1 modifier), they should succumb to the guard’s influence.
  • All NPCs should have max skill ranks in their craft, perform, or profession of choice as it will generally be their livelihood and focus.

I feel like I’m missing a guideline I set for myself in the list above, but I’m sure it will come to me eventually. Since I’m going through all of the math to achieve the necessary allocation of ability and skill points and effort to build and type my own gallery of NPCs for personal use anyway, I thought I’d share them with anyone who is interested. I’ll gradually add NPCs throughout the coming days/weeks, until I feel I have a nice list for myself. Up first is a guard captain, or sheriff if you prefer, and his watchmen.

Guard Captain:
Guard Captain - CR 1 - XP 400
Male middle-aged human expert 1/warrior 2
LN Medium humanoid (human)
Init +4; Senses Perception +6
Defense
AC 18, touch 10, flat-footed 18 (+6 armor, +2 shield)
CMD 13
hp 20 (1d8+2d10+5)
Fort +4, Ref +0 , Will +3
Offense
Spd 20 ft.
Base Atk +2; CMB +3
Melee masterwork longsword +4 (1d8+1/19-20)
Ranged throwing axe +2 (1d6+1)
Statistics
Str 12, Dex 11, Con 12, Int 10, Wis 11, Cha 9
Feats Animal Affinity, Improved Initiative, Mounted Combat
Skills Handle Animal +5, Intimidate +3, Knowledge (local) +5, Perception +6, Profession (lawman) +6, Ride +6, Sense Motive +5
Languages Common (Taldane)
Combat Gear potion of cure light wounds
Other Gear combat trained light horse , chainmail armor, heavy steel shield, masterwork longsword, throwing axes (3), 50 GP worth of mundane equipment, 13 GP

Guard Captain’s Mount - CR 1 - XP 400
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
Defense
AC 12, touch 11, flat-footed 10 (+1 armor, +2 Dex, -1 size)
CMD 17 (21 vs. trip)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
Offense
Spd 40 ft.
Base Atk +1; CMB +5
Melee 2 hooves +3 (1d4+3)
Space 10 ft.; Reach 5 ft.
Statistics
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Feats Endurance, Run
Skills Perception +6
Other Gear bit and bridle, padded armor barding, riding saddle, saddlebags

Watchman:
Guard - CR ½ - XP 200
Male human warrior 2
LN Medium humanoid (human)
Init +4; Senses Perception +4
Defense
AC 18, touch 10, flat-footed 18 (+6 armor, +2 shield)
CMD 13
hp 15 (2d10+4)
Fort +4, Ref +0, Will +0
Offense
Spd 20 ft.
Base Atk +2; CMB +3
Melee longsword +3 (1d8+1/19-20) or
ranseur +3 (2d4+1/x3) or
sap +3 (1d6+1)
Ranged heavy crossbow +2 (1d10/19-20) or
net -2 touch (entangle)
Statistics
Str 13, Dex 10, Con 12, Int 10, Wis 11, Cha 9
Feats Alertness, Improved Initiative
Skills Intimidate +3, Perception +4, Profession (lawman) +5, Sense Motive +3
Languages Common (Taldane)
Combat Gear potion of cure light wounds
Other Gear heavy steel shield, longbow with 20 arrows, longsword, net, ranseur, sap, scalemail armor, 40 GP worth of mundane equipment, 8 GP

Coming soon is a lady mayor, a small time crook, and a local priest. I'm sure I'll need ideas I may miss along the way to round out my binder at home, so if you have any requests for specific statistic blocks feel free to shout them out (though posting them will make it more likely that I notice them).


I have been working on this sort of powergamey blacksmith build for a wihle.

adult blacksmith:

Adult blacksmith
adult blacksmith- CR ½ - XP 200 
Male human expert 2 
N Medium humanoid (human) 
Init -1; Senses Perception +5 
Defense 
AC 11, touch 9, flat-footed 11 (+2 armor, -1dex) 
CMD 10 
hp 11 (2d8+2) 
Fort +1, Ref -1, Will +3 
Offense 
Spd 30 ft. 
Base Atk +1; CMB +1 
Melee heavy mace+1 d8

Ranged  light crossbow +0 d8
touch (entangle) 
Statistics 
Str 10, Dex 9, Con 12, Int 15, Wis11 , Cha 8 
Feats skill focus(craft weapons), prodigy (craft weapons, craft armor) 
Skills craft weapons +15, craft armor+11,perception+5,diplomacy+4, sense motive+5, profession arms dealer +5, knowledge local +7, appriase+7  
Languages Common (Taldane), skald, varisan 
Combat Gear potion of cure light wounds  bolts 10
Other Gear master work artisans tools 150 gp merchandice 2 shortorts, 2 longswords, scale mail 2 lances 100 gold pieces from sales
Racial options Heart of the fields craft weapons (replaces skiled).


Cool! I only had the CRB and Bestiary on me when I built my first couple, so perhaps I should update them with some APG options. If anyone else wants to contribute go ahead and throw them on up.

EDIT: Balls! I just realized my guard captain's Will saving throw is off, and it is too late to fix it.


The blacksmith also has a feat from ultimate magic prodigy which just gives +2 to two different craft or profession skills. Will owrk on a school teacher next.


Mayor:
Mayor - CR 1 - XP 400
Female middle-aged human aristocrat 3
N Medium humaniod (human)
Init +0; Senses Perception +2
Defense
AC 11, touch 11, flat-footed 10
CMD 12
hp 13 (3d8-3+3)
Fort +0, Ref +2, Will +3
Offense
Spd 30 ft.
Base Atk +2; CMB +1
Melee unarmed strike +1 (1d3-1)
Statistics
Str 9, Dex 12, Con 9, Int 13, Wis 10, Cha 12
Feats Alertness, Persuasive, Skill Focus Profession (politician)
Skills Bluff +7, Diplomacy +9, Handle Animal +5, Intimidate +7, Knowledge (history) +5, Knowledge (local) +5, Knowledge (nobility) +5, Profession (politician) +9, Ride +5, Sense Motive +8
Languages Common (Taldane) plus 1 common local language
Other Gear carriage, guard dog, heavy horses (2), noble’s outfit with 100 GP worth of jewelery, signet ring, 25 GP worth of mundane equipment, 25 GP


Pickpocket:
Pickpocket - CR 1/4 - XP 400
Male young human expert 1
CN Small humanoid (human)
Init +3; Senses Perception +3
Defense
AC 15, touch 15, flat-footed 10 (+3 Dex, +1 dodge, +1 size)
CMD 11
hp 5 (1d8+1)
Fort +0, Ref +3, Will +1
Offense
Spd 30 ft.
Base Atk +0; CMB -3
Melee dagger -2 (1d3-2/19-20)
Ranged dagger +3 (1d3-2/19-20)
Statistics
Str 7, Dex 17, Con 10, Int 9, Wis 8, Cha 10
Feats Dodge, Skill Focus (slight of hand)
Skills Acrobatics +7, Perception +3, Profession (criminal) +3, Slight of Hand +10, Stealth +11
Languages Common (Taldane)
Other Gear dagger, stolen loot valued at 220 GP, 30 GP worth of mundane equipment, 8 GP


Local Priest of Shelyn:
Priest - CR 2 - XP 600
Male middle-aged human Bard 3
NG Medium humanoid (human)
Init +0; Senses Perception +8
Defense
AC 10, touch 10, flat-footed 10
CMD 11
hp 19 (3d8+6)
Fort +2, Ref +3, Will +5
Offense
Spd 30 ft.
Base Atk +2; CMB +1
Melee masterwork morningstar +2 (1d8-1)
Statistics
Str 9, Dex 11, Con 12, Int 10, Wis 15, Cha 16
Feats Brew Potion, Skill Focus Perform (oratory), Skill Focus Profession (priest)
Skills Craft (calligraphy) +6 (+8 when using masterwork calligraphy brushes), Diplomacy +12, Heal +8 (+10 when using a healer’s kit), Knowledge (arcana) +5, Knowledge (dungeoneering) +1, Knowledge (engineering) +1, Knowledge (geography) +1, Knowledge (history) +5, Knowledge (local) +5, Knowledge (nature) +5, Knowledge (nobility) +1, Knowledge (planes) +5, Knowledge (religion) +5, Perception +8, Perform (oratory) +12, Profession (priest) +11, Sense Motive +12, Spellcraft +6
Languages Common (Taldane)
Special Abilities Bardic Knowledge (included above), Bardic Performance 10 rounds/day (countersong, distraction, fascinate, inspire courage +1, inspire competence +2), Cantrips, Versatile Performance (oratory), Well Versed
Spells Known (CL 3)
1st (4/day) - Comprehend Languages, Cure Light Wounds, Identify, Silent Image (DC 14)
0 (at will) - Detect Magic, Light, Mage Hand, Mending, Open/Close, Read Magic
Combat Gear flasks of holy water (3), potions of cure light wounds (3)
Other Gear cleric’s vestments, healer’s kit, masterwork calligraphy brushes, masterwork morningstar, silver holy symbol, 400 GP worth of art items, 500 GP worth of brew potion components, 50 GP worth of mundane equipment, 47 GP


*Noticed at some point I changed my watchman's armor (from scalemail to chainmail or vice versa) and ranged weapon (from longbow to heavy crossbow or vice versa) and didn't fully reflect the changes in the statistic blocks. Too late to edit it now, but will put updated NPCs with appropriate changes soon. Changing dodge to improved initiative on the pickpocket for my personal use, and changing the skill focus in profession on the priest to extra performance.


human farmer:

CR1/3
human farmer peasant
human commoner 1

init -1 perception +6
defense
AC9 touch 9 flat footed 9
hp 3
fort+0 ref-1 will+4

offense speed 30
weapons
dagger+0 d4 19-20x2
ranged dagger -1 19-20x2

statistics
str 12
dex 9
con11
int 10
wis 15
cha 8
BAB+0

feats
skill focus profession farmer
endurance

skills
profession farmer+9
perception +6
craft(clothing)+4

langauges common
gear peasant outfit dagger (2) waterskin sowing needles (4)


finally did my school teacher which was rather easy. Can change around the knowledge skills if you want him to know other things like history.

school teacher:
human school teacher expert 1
perception +6 init -1
cr 1/3
str 8
dex9
con 10
int 12
wis 15
cha 11

saves
fort+0
ref-1
will+4

feats
scholar (inner sea world guide)knowledge nature and religion
skill focus profession teacher

skills
profesion teacher +9
knowledge nature +7
knowledge religion +7
knowledge enginering +5
perception +6
sense motive +6
knowledge local +5

combat
club-1 d6-1

ranged club -1 d6-1
Ac 9
hp 5


I made another

level 1 sword and shield soldier:

init +0
hp 6
Ac 17
warrior 1
str 15
dex 11
con 12
int 9
wis 10
cha 8
attack
feats
weapon focus longsword
shield focus
skills profesion soldier +4
climb+4

attacks
melee longword +4 d8+2
ranged javelin +1 d6+2
defense
chain shirt
heavy wooden shield
saves
fort+3
ref+0
will+0

Could also use this for a guard if you really wanted to.


Doctor_wu I don't mean to insult or in anyway throw mud on what you are doing, but Ringtail seemed set on most adults being level 2 -- and I'm seeing a lot of level 1 NPCs here... unless these are supposed to be young people and I'm not noticing that?


yes a lot of these are young I could just level them up to level 2 versions easily

here is an adult version of the farmer:

human farmer peasant adult.
human commoner 2

init -1 perception +6
defense
AC9 touch 9 flat footed 9
hp 7
fort+0 ref-1 will+4

offense speed 30
weapons
melee dagger +2 d4
ranged dagger +0d4

statistics
str 12
dex 9
con11
int 10
wis 15
cha 8
BAB+1

feats
skill focus profession farmer
endurance

skills
profession farmer+10
perception +7
craft(clothing)+5

langauges common
gear peasant outfit dagger (2) waterskin sowing needles (4)


Alright -- I just wanted to be sure since that seemed to be a key point to this for him.

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