Warriors

So far, I have blogged on commoners and experts and now it is the turn of the Warrior!  While commoners are a fantasy world’s labourers, and experts provide specialist skills – warriors are security.  They may well turn into an army during mass combat, but most of the time you use them as city watch, scouts or mercenaries. 

While experts often get their training from family members, military training is the easy to come by.  Towns, cities, militias, armies and even mercenary units are always looking for new recruits and they will take just about anyone who can show some basic aptitude – so there are always a few around when you need them. 

Most of my warriors are built with a standard NPC template (12,12,12,12,12,12) which gives a skill modifier of +1 in all areas, they get one trait, although if I have a warrior who will play a significant role in the game, s/he has their own character sheet and is designed as a ten point build.  Like many of my other NPCs, trained warriors are generally L3 – which means a small patrol is tough enough to deal with most other NPCs and minor countryside threats.  Larger patrols get dispatched to deal with tougher threats, if they are needed.

I use three standard builds.

City Guards

City guards are a visual deterrent to bad behaviour, some walk the streets, others guard the gates and more patrol the walls.  However, they should be visible enough that PC (and the NPCs)  know they are around.  My guards are able to trip people up, if it helps to take offenders into custody however, they will use force if need be and aren’t averse to taking a PC into negative hit-points should it be required.

  • Warrior L3
  • Initiative: +1 Perception +6, Sense Motive +6
  • AC: 15 HP: 30 (3d+9)
  • Fort +4: Ref 1: Will +3
  • Melee: Halberd +4 (d10+1 x3) Brace; Trip| Dagger +4 (d4+1 19-20 x2)
  • Ranged: LXB +4 (d8 19-20 x2) Range 20 | Dagger +4 (d4+1 19-20 x2) Range 10
  •  
  • Str:12, Dex:12, Con:12, Wis:12, Int:12, Cha:12 (+1 bonus all abilities)
  • Feats: L1: Toughness (+3hp) , Race: Iron Will (Will save +2), L3 Additional Traits (Suspicious, Eyes & ears of the City)
  • Skills: Climb +3 (+5), Diplomacy +4, Intimidate +5, Perception +7, Profession(Soldier) +5, Sense Motive +7, Swim +3 (+5) | (in brackets – without AC Penalty),
  • Favoured Class: HPx3
  •  
  • Gear: Chain Shirt, Halberd, LXB, Dagger, Signal Whistle.

Scouts

Scouts patrol roads, villages, and  keep an eye any wilderness and are configured for that role.  While they aren’t rangers, they work well in the countryside and can survive, fairly easily, away from home. While they deal with small incursions, their main role is to keep their area safe and make sure that any incursion or risks are reported back. They are set up as missile troops, have survival and stealth skills, but aren’t particularly diplomatic.

  • Warrior L3
  • Initiative: +1 Perception: +6
  • AC: 14 HP: 30 (3d+9)
  • Fort +4: Ref 1: Will +3
  • Melee: Machete +4 (d6+1 19-20 x2) | Dagger +3 (d4+1 19-20 x2)
  • Ranged: Shortbow +4 (d8 20 x3) Range 60 | Dagger +3 (d4+1 19-20 x2) Range 10
  •  
  • Str:12, Dex:12, Con:12, Wis:12, Int:12, Cha:12 (+1 bonus all abilities)
  • Feats: L1: Toughness (+3hp) , Race: Iron Will (Will save +2), L3 Additional Traits (Militia veteran (Survival), Eyes & ears of the City)
  • Skills: Climb +5 (+6), Intimidate +5, Perception +7, Profession(Soldier) +5, Ride +5 (+6), Survival +7, Swim +5 (+6) | (in brackets – without AC Penalty),
  • Favoured Class: HPx3
  •  
  • Gear: Studded Leather, Short Bow, Machete, Dagger

Mercenaries

Mercenaries fit in just about everywhere else, rather than working for the state (city, kingdom etc) they work for individuals.  You might find then riding with a caravan, accompanying a noble, or even guarding a shop somewhere, some will be in regular employment, others take short contracts.  They are the generalists and can turn their hand to anything.

  • Warrior L3
  • Initiative: +1 Perception:
  • AC: 15 HP: 30 (3d10+9)
  • Fort +4: Ref 1: Will +3
  • Melee: Short Sword +5 (d6+1 19-20/x2) | Dagger +4 (d4+1 19-20 x2)
  • Ranged: LXB +4 (d8 19-20 x2) Range 80 | Dagger +4 (d4+1 19-20 x2) Range 10
  •  
  • Str:12, Dex:12, Con:12, Wis:12, Int:12, Cha:12 (+1 bonus all abilities)
  • Feats: L1: Toughness (+3hp) , Race: Iron Will (Will save +2), L3 Weapon Focus (Short Sword)
  • Skills: Profession(Soldier) +6, Intimidate +6, Climb+6, Swim +6, Ride +6, Diplomacy +2, Sense Motive +2
  • Favoured Class: HPx3
  • Gear: Studded leather, Light Shield (wooden) Short Sword, Dagger, Light Crossbow.
Posted in NPCs, World Building.

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