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Table of Contents
                            Front Cover
Table of Contents
Introduction
	What's Inside
	Sidebar: Player Characters vs. Nonplayer Characters
Chapter 1: Crime
	Typical Thug
		Tactics
	Pickpocket Gang
		Tactics
	Typical Burglar
		Tactics
	Halfling Clean-Up Crew
		Tactics
	Hamelin, Precinct Boss
		Tactics
	Laila, Black Marketeer
		Tactics
	Theresh, Thieves' Guild Cleric
		Tactics
	Qirtaia, Djinni Slaver
		Tactics
		Sidebar: New Magic Item
	Yarrick Zan, Mind Flayer Assassin
		Tactics
	Khalili,master of the Thieves' Guild
		Tactics
	Varro, Urban Druid
		Tactics
Chapter 2: Religion
	Typical Templeguard
		Tactics
	Temple Warden
		Tactics
	Senior Temple Guard
		Tactics
	Mandel,high Priest of Hextor
		Tactics
		Sidebar: 2. Attitude Adjustment
	Floki Longfingers, Adept of Maglubiyet
		Tactics
	Scarsnout, Adept of Kurtulmak
		Tactics
	Panga, Marsh Druid
		Tactics
	Korgul Redeye, Cleric of Gruumsh
		Tactics
	Melantha, Inquisitor of St. Cuthbert
		Tactics
		Sidebar: New Magic Weaponspecial Ability
	Rosal, Champion of Heironeous
		Tactics
	Brother Culver, Cleric of Heironeous
		Tactics
	Abrian, Vigilant Druid
		Tactics
	Dallic Foehammer, Cleric of Moradin
		Tactics
	Neshia, High Priest of Pelor
		Tactics
	Sidebar: Customizing Religiouscharacters
Chapter 3: Mages
	Typical Evil Minion
		Tactics
	Jara of Theskullfire Mages
		Tactics
	Draganoth, Minotaur Mage
		Tactics
	Moxic, the Dread Dwarf
		Tactics
	Gartha the Red, Spellslinger
		Tactics
	Silvarr, The Venerable Sage
		Tactics
	Vallen, Sorcerous Assistant
		Tactics
Chapter 4: The Law
	Typical City Guard
		Tactics
	Elite Guard
		Tactics
	Stallas Mon, Guard Commander
		Tactics
	Thokka of the Nightwatch
		Tactics
	Ambrose Pifflestone, Bureaucrat
		Tactics
	Brother Xonak, the Hand of Justice
		Tactics
	Gerbo Flintwhistleand His Gnomevigilantes
		Tactics
	Chandra Skyreaver, elven Warden of Theforest
		Tactics
Chapter 5: Adventurers
	The Circle of Green
		Tactics
		Sidebar: Reckless Offensive [General]
	Band of the Hand
		Tactics
		Sidebar: Improved Sunder [General]
	The Claw
		Tactics
		Sidebar: Ring of Magic Fang
	The Pale Grin
		Tactics
		Sidebar: Aoket and Redbone
		Sidebar: Negative Energy Wave
		Sidebar: Power Lunge [General]
	Strabo, Erythnul's Bloodiest Hand
		Tactics
	Rivals and Experience
Appendix 1: The 1-Minute NPC
	Mastermind Villain
	Patron
	Sage
	Artisan
	Minion
	Finishing Touches
Appendix 2: Iconic Characters
	Alhandra, Paladin
	Devis, Bard
	Ember, Monk
	Hennet, Sorcerer
	Jozan, Cleric
	Krusk, Barbarian
	Lidda, Rogue
	Mialee, Wizard
	Nebin, Illusionist
	Regdar, Fighter
	Soveliss, Ranger
	Tordek, Fighter
	Vadania, Druid
Appendix 3: NPCs ranked by Challenge Ratings
Back Cover
Sidebars:
	2. Attitude Adjustment.
	Aoket and Redbone
	Customizing Religious Characters
	Improved Sunder [General]
	New Magic Item
	New Magic Weapon Special Ability
	Negative Energy Wave
	Power Lunge [General]
	Player Characters Vs. Nonplayer Characters
	Reckless Offensive [General]
                        
Document Text Contents
Page 2

TABLE OF CONTENTS

Introduction . . . . . . . . . . . . . . . . . . . . . . .3

Chapter 1: Crime . . . . . . . . . . . . . . . . . . . .4
Typical Thug ................................................................4
Pickpocket Gang .........................................................4
Typical Burglar.............................................................5
Halfling Clean-Up Crew ..............................................6
Hamelin, Precinct Boss ..............................................6
Laila, Black Marketeer.................................................8
Theresh, Thieves’ Guild Cleric ...................................8
Qirtaia, Djinni Slaver ..................................................9
Yarrick Zan, Mind Flayer Assassin ...........................10
Khalili, Master of the Thieves’ Guild........................12
Varro, Urban Druid ...................................................13

Chapter 2: Religion . . . . . . . . . . . . . . . . .14
Typical Temple Guard ...............................................14
Temple Warden .........................................................14
Senior Temple Guard................................................15
Mandel, High Priest of Hextor .................................15
Floki Longfingers, Adept of Maglubiyet...................17
Scarsnout, Adept of Kurtulmak................................17
Panga, Marsh Druid .................................................18
Korgul Redeye, Cleric of Gruumsh...........................19
Melantha, Inquisitor of St. Cuthbert........................19
Rosal, Champion of Heironeous..............................20
Brother Culver, Cleric of Heironeous .......................21
Abrian, Vigilant Druid...............................................22
Dallic Foehammer, Cleric of Moradin......................23
Neshia, High Priest of Pelor.....................................24

Chapter 3: Mages . . . . . . . . . . . . . . . . . .26
Typical Evil Minion....................................................26
Jara of the Skullfire Mages .......................................27
Draganoth, Minotaur Mage .....................................28
Moxic, the Dread Dwarf............................................29
Gartha the Red, Spellslinger.....................................30
Silvarr, the Venerable Sage .......................................31
Vallen, Sorcerous Assistant ......................................32

Chapter 4: The Law . . . . . . . . . . . . . . . . .33
Typical City Guard .....................................................33
Elite Guard ................................................................33
Stallas Mon, Guard Commander .............................34
Thokka of the Nightwatch ........................................35
Ambrose Pifflestone, Bureaucrat .............................36
Brother Xonak, the Hand of Justice .........................36
Gerbo Flintwhistle and His Gnome Vigilantes........37
Chandra Skyreaver, Elven Warden of the Forest......38

Chapter 5: Adventurers . . . . . . . . . . . . .39
The Circle of Green...................................................39

Xarole Banoc .........................................................39
Greenleaf ...............................................................40
Kavatha..................................................................40
Murta Wintervale ..................................................41
Halaandial .............................................................41

Band of the Hand .....................................................42
Archangel ..............................................................42
Dhavut Stonebreaker ............................................42
Eiger.......................................................................43
Jil Du Ghal .............................................................43
The White Spider ..................................................43

The Claw....................................................................44
Anrenay..................................................................45
Comar ....................................................................46
Blind Jak ................................................................46
Durlob ...................................................................46
Wallach ..................................................................46

The Pale Grin ............................................................47
Incunabulum.........................................................47
Lord Carrion ..........................................................48
Aoket......................................................................48
Redbone ................................................................49
Taliaferro................................................................49

Strabo, Erythnul’s Bloodiest Hand ..........................50
Rivals and Experience ...............................................51

Appendix 1: The One-Minute NPC . . . . .52
Mastermind Villain ...................................................52
Patron ........................................................................52
Sage ...........................................................................52
Artisan .......................................................................53
Minion .......................................................................53
Finishing Touches .....................................................53

Appendix 2: Iconic Characters . . . . . . . .53
Alhandra, Paladin......................................................53
Devis, Bard................................................................54
Ember, Monk.............................................................55
Hennet, Sorcerer.......................................................55
Jozan, Cleric ..............................................................56
Krusk, Barbarian........................................................57
Lidda, Rogue .............................................................57
Mialee, Wizard ..........................................................58
Nebin, Illusionist ......................................................59
Redgar, Fighter ..........................................................61
Soveliss, Ranger........................................................61
Tordek, Fighter ..........................................................62
Vadania, Druid ..........................................................63

Appendix 3: NPCs Ranked by Challenge
Ratings . . . . . . . . . . . . . . . . . . . . . . . . . .64

TABLE OF CONTENTS

2

Page 32

misdirection, rope trick, see invisibility; 3rd—clairaudi-
ence/clairvoyance, dispel magic, displacement, fly, greater
magic weapon, haste, hold person, Leomund’s tiny hut, light-
ning bolt, nondetection, protection from elements, tongues;
4th—arcane eye, contagion, detect scrying, dimension door,
polymorph other, polymorph self, scrying, stoneskin, wall of
ice; 5th—contact other plane, dismissal, greater shadow
conjuration, Mordenkainen’s faithful hound, passwall,
permanency, prying eyes, sending; 6th—disintegrate, globe
of invulnerability, greater shadow evocation, guards and
wards, legend lore, true seeing; 7th—ethereal jaunt,
forcecage, plane shift, spell turning.

Possessions: Amulet of natural armor +1, masterwork heavy
mace, 2 daggers, gloves of Dexterity +2, ring of major elemen-
tal resistance (fire), 3 flasks alchemist’s fire.

Tactics
Silvarr has two spell lists prepared. The first
(“research mode”) is the spells he has available should
a group of adventurers seek his aid in identifying an
ancient relic or passing along some moldy legend.
The second set of spells (“adventure mode”) is for
when he is expecting trouble or putting himself at
risk. He also may prepare spells for specific situations
(such as plane shift for adventurers seeking an artifact
on the Outer Planes).

Silvarr casts spells each morning upon rising, as regu-
larly as others brush their teeth. This morning ritual
consists of casting bull’s strength and cat ’s grace on himself,
each of which lasts for 14 hours. Assuming an average
result, his adjusted Strength is 8 and his adjusted
Dexterity is 11, giving him AC 11 and an attack bonus of
+7/+2 melee (1d6–1, masterwork quarterstaff ) or +7/+2
ranged (1d4–1 dagger). His Reflex save increases to +8.
He always takes his “morning spells” with him and
packs endurance in case he is separated from his amulet of
health. (Without it, Silvarr’s Constitution falls to 7, his
hit points are reduced to 10, and his Fortitude save
drops to +3.)

Silvarr did not reach his advanced age by being a
hero. He rarely risks himself for others—and then
only if they offer him some promise of eternal life.
He would prefer not to fight, but if placed in such a
situation, he defends himself, and anyone else he
finds useful. Regardless of the situation, at the first
sign of trouble he casts a silent, still stoneskin on
himself. If attacked in research mode, Silvarr uses
dimension door or polymorph self to put distance
between himself and his attackers (perhaps with a
parting lightning bolt), then returns later to deal with
them using prepared spells. In adventure mode, he
casts disintegrate and polymorph other to take out the
greatest threat, utilizing greater shadow evocation and
greater shadow conjuration to choose from a wide vari-
ety of potential attacks, and keeps the silent dimen-
sion door or the ethereal jaunt in reserve for a quick
retreat.

VALLEN,
SORCEROUS ASSISTANT

“Actually, my lord, I believe you point the wand in the other
direction to make it work.”

Vallen is the ubiquitous scribe working in the corner, the
note-taker, the wizard’s assistant. Vallen also has an ability
beyond that role. He is also a sorcerer.

Vallen is a sandy-haired halfling with thick-lensed
spectacles and a mournful look on his face. He wears a
vest and carries his pet white rat, Kimcie (really his
familiar), in its pocket. Trained from an early age at the
family business of scribes, Vallen soon discovered that
he had the inborn magic to cast spells on his own.
Since then, he has slowly been developing his sorcer-
ous abilities.

dVallen: Male halfling Exp3/Sor3; CR 4; Small
humanoid; HD 3d6+9 plus 3d4+9; hp 35; Init +5; Spd 20
ft.; AC 13 (touch 12, flat-footed 12); Atk +4 melee (1d6–1,
masterwork light mace) or +6 ranged (1d4/19–20,
dagger); SQ Familiar benefits, halfling traits; AL N; SV
Fort +7, Ref +4, Will +9; Str 8, Dex 13, Con 14, Int 16, Wis
15, Cha 14.

Skills and Feats: Concentration +7, Craft (calligraphy)
+8, Decipher Script +8, Diplomacy +10, Forgery +8,
Gather Information +8, Knowledge (arcana) +8, Knowl-
edge (local) +10, Listen +11, Profession (scribe) +8, Search
+8, Sense Motive +10, Spellcraft +8, Spot +4; Improved
Initiative, Skill Focus (Knowledge [local]), Skill Focus
(Sense Motive).

Familiar Benefits: Grants master Alertness feat
(when within arm’s reach); master can share spells; master
has empathic link.

Halfling Traits: +2 morale bonus on saving throws
against fear; +1 racial bonus on all saving throws; +1 racial
attack bonus with a thrown weapon; +2 racial bonus on
Climb, Jump, Listen, and Move Silently checks (already
figured into the statistics given above).

Spells Known (6/6; base DC = 12 + spell level): 0—detect
magic, light, mage hand, prestidigitation, read magic; 1st—
identify, message, sleep.

Possessions: Bracers of armor +1, masterwork light mace,
2 boot daggers, bead of force, wand of shocking grasp.

dKimcie, Rat Familiar: HD 3; hp 17; AC 16; SQ
Improved evasion, can deliver touch attacks; Int 7; see
Monster Manual, Appendix I.

Tactics
Vallen is not much of an adventurer, which is one reason
he prefers to tell everyone that he is a scribe—he feels less
pressure that way. If thrown into combat, he defends
himself with his wand of shocking grasp and light mace. In a
particularly dicey situation, he hurls the bead of force
against his largest assailant, then heads for the exit. He
defends his employer but does not lay down his life for
anyone. (Well, maybe for Kimcie.)

CHAPTER 3: MAGES

32

Page 33

Chapter 4:
The Law

A band of heroic adventurers may mean well but occa-
sionally find themselves on the wrong end of things
legally: A tavern brawl spills out into the street, they are
the target of false accusations, or an evil wizard they seek
hides behind a veil of respectability. And then there are
situations where the PCs really are guilty of some crime
and are confronted by the long arm of the law.

Law enforcers are not individually powerful but rely on
strong societal connections. One city guard may not pose
much of a threat to an experienced adventurer, but the
consequences of injuring or killing such an individual are
severe. The immediate repercussions are more guards
being dispatched; beyond that, the townsfolk are likely to
be hostile, even sending for more powerful adventurers
to remove the danger. In general, if it is necessary to
battle representatives of the local authority, subdual
attacks and other nondamaging tactics are best.

The NPCs provided here represent a range of law-
enforcement and government personnel, from city guards
to bureaucrats to nonhuman vigilantes. Feel free to
exchange their weapons, or to replace spells or feats as suits
your campaign. However, some characters work best in an
urban environment and others, in the countryside—a
gnome posse may have more difficulty within the city
walls, while a bureaucrat would be at a loss in the wilds.

TYPICAL CITY GUARD
“What’s all this then, eh?”

The city guard presented below is an average member of
that breed and might be encountered in the streets of
your campaign’s cities. Guards are often found in pairs,
patrolling the merchant district or standing guard at the
city gates during the day, making the rounds near the
taverns in the early evening, and enforcing the curfew at
night. They are standard in anything from small towns to
districts within larger cities. In important areas or big
cities, they may be superseded and outranked by elite
guards (see below).

Guards in a reasonably prosperous settlement are typi-
cally issued studded leather armor, with a uniform tabard
over or an emblem prominently embossed on the chest-
piece. Their armor is usually well-made, if worn with use,
and includes a helmet or cap with chin guards. This
should leave no doubt that they are properly vouched
representatives of the law, rather than hired security such
as caravan guards.

City guards are pulled from the general populace and
so tend to reflect the local inhabitants. The example
below is human, but any organized group may have
guards of its own race.

dTypical City Guard: Human War2; CR 1; Medium-size
humanoid; HD 2d8+4; hp 13; Init +5; Spd 30 ft.; AC 14

(touch 11, flat-footed 13); Atk +4 melee (1d6+2, light
mace) or +5 melee (1d6+2 subdual, sap) or +3 ranged
(1d4+2/19–20, dagger); AL LN; SV Fort +5, Ref +1, Will
+1; Str 15, Dex 12, Con 14, Int 11, Wis 12, Cha 12.

Skills and Feats: Climb +3, Intimidate +6, Ride +3, Spot
+3, Swim +0; Improved Initiative, Weapon Focus (sap).

Possessions: Studded leather armor, light mace, 2
daggers, bullseye lantern (night).

Tactics
City guards would rather settle things with a minimum
of bloodshed, but they are not above knocking a few
heads together to break up a fight or prevent property
damage. They are typically armed with light maces or
flexible truncheons made of wood bound in leather strips
(treat as saps). Guards may attempt to subdue trouble-
makers with their maces but suffer a –4 penalty on attack
rolls when doing so. Similarly, they suffer a –4 penalty on
attack rolls when attempting to inflict normal damage
with saps.

Particularly in situations where the truth may be
unknown (such as a brawl), the guards try to disarm and
quiet those involved. Failing that, they beat the more
recalcitrant opponents into unconsciousness and let a
magistrate or judge sort things out later. They attempt to
flank a single opponent, seeking to disarm one with a
dangerous weapon and grapple one who is unarmed (+4
attack bonus against another Medium-size humanoid).
They prefer to grapple spellcasters, since both wizards
and sorcerers are more limited when they cannot use
their hands, as well as being weaker than the everyday
guard.

Typical guards can handle common townsfolk and
petty thieves, but most PCs are beyond them. When they
are obviously overmatched, they summon what rein-
forcements they can (including powerful citizens or even
other adventurers who might be in town) and help evac-
uate noncombatants to safety if need be. Sometimes they
must treat adventurers as dangerous storms or dragons—
a natural occurrence that they cannot stop but merely try
to weather.

Experience should not be awarded for fighting city
guards except in rare cases, such as when the city is under
the control of an evil force and the PCs need to make a
daring escape.

ELITE GUARD
“Nothing to see here. Move along. Now!”

Larger cities and more important personages rate more
powerful protectors. These are often individuals who
have been specially trained in the art of combat as full-
time soldiers and fighters. They are more dangerous and
skilled than their common fellows listed above, and
usually appear either in leadership positions (the
commander of a small unit of city guards) or in special
cases (protecting the grand duke’s chambers).

Elite guards tend to be better equipped than typical city
guards and often have a distinctive uniform as well, such

CHAPTER 4: THE LAW

33

Page 64

APPENDIX 3: NPCS RANKED BY CHALLENGE RATINGS

64

Appendix 3:
NPCs Ranked

by Challenge
Ratings

CR Name Race Class
1 City guard Human War
1 Cutpurse Human Rog
2 Burglar Elf Rog
2 Elite guard Human Ftr
2 Temple guard Human Ftr/Clr
2 Thug Half-orc War/Rog
3 Ambrose Pifflestone Human Exp
3 Clean-up crew member Halfling Rog/Ftr
3 Evil minion Human Rog/Wiz
3 Kavatha Human Bbn
3 Thokka Dwarf Rog
4 Floki Longfingers Goblin Rog/Adp
4 Greenleaf Elf Drd
4 Murta Wintervale Halfling Sor
4 Pickpocket gang leader Gnome Brd
4 Scarsnout Kobold Adp/Sor
4 Temple warden Human Mnk/Ftr
4 Theresh Half-orc Clr
4 Vallen Halfling Exp/Sor
4 Vigilante Gnome Ftr
4 Xarole Banoc Half-orc Rgr
5 Brother Culver Half-elf Ftr/Clr/Exp
5 Gerbo Flintwhistle Gnome Sor
6 Hamelin Human War/Rog
6 Korgul Redeye Orc Bbn/Clr
6 Senior temple guard Human Ftr/Clr
6 Panga Lizardfolk Drd
7 Laila Human Rog/Div
7 Stallas Mon Human Rog/Ftr
7 Strabo Half-dragon Clr
8 Brother Xonak Human Mnk
8 Jara Selarin Human Rog/Wiz
9 Draganoth Minotaur Wiz
9 Eiger Half-orc Mnk
9 Dhavut Stonebreaker Dwarf Ftr
9 Jil Du Ghal Human Ftr
9 The White Spider Halfling Rog/Sor
10 Abrian Half-elf Drd
10 Archangel Half-elf Wiz/Clr
10 Dallic Foehammer Dwarf Ftr/Clr
10 Moxic Dwarf Nec
10 Varro Half-fiend Drd
11 Khalili Human Rog
11 Melantha Human Rgr/Clr
11 Taliaferro Human Clr
12 Anrenay Ettercap Clr
12 Blind Jak Umber hulk Mnk
12 Gartha the Red Human Sor
12 Halaandial Treant Drd
12 Lord Carrion Advanced flesh golem

13 Aoket Mummy Mnk
13 Comar Troll Ftr
13 Durlob Phase spider Rog
13 Mandel Human Clr
13 Redbone Wight Asn
13 Wallach Pseudodragon Sor
13 Yarrick Zan Mind flayer Asn
14 Incunabulum Human Nec
14 Rosal Aasimar Pal/Sor
14 Silvarr Human Wiz/Lor
15 Chandra Skyreaver Elf Rgr/Wiz/Arc
15 Neshia Human Clr
18 Qirtaia Djinni Sor

Group Encounter Levels
Variable Gnome vigilantes
Variable Halfling clean-up crew
Variable Pickpocket gang
8 The Circle of Green (without Halaandial)
13 The Circle of Green (with Halaandial)
14 Band of the Hand
17 The Pale Grin
18 The Claw

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