In travelling across the lands, through places distant and dangerous, player characters are likely to need some form of guides and porters. They might hire helpful locals to carry heavy weights, navigate dangerous terrain, and be generally useful. Here are three statistic blocks you can use for NPCs in your games.
Porters are familiar with the local terrain, and have strong backs to carry supplies. They likely work for daily coin, and might have a thriving industry, or simply be enthusiastic locals. PORTER Medium humanoid (any race), any alignment Armour Class 11 (leather) Hit Points 11 (2d8 + 2) Speed 20ft. Str 15 (+2); Dex 11 (+0); Con 12 (+1); Int 10 (+0); Wis 12 (+1); Cha 10 (+0) Skills Nature +2, Survival +3 Proficiency bonus +2 Senses passive Perception 11 Languages Common and one other Challenge 1/8 (25 XP) Local Familiarity. While travelling in their local area, even while engaged in another activity (such as foraging, navigating, or tracking), the porter remains alert to danger. When a porter forages, they find twice as much food or water as they normally would. Pack rat. A porter can carry up to 50 pounds of gear for adventurers without asking for additional pay. ACTIONS Club. Melee weapon attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. A guide is a professional- someone who's likely seen a dungeon or two, tracked and hunted some local wildlife and perhaps something a little more exotic. GUIDE Medium humanoid (any race), any alignment Armour Class 14 (studded leather) Hit Points 39 (6d8 + 12) Speed 30ft. Str 16 (+3); Dex 11 (+0); Con 12 (+1); Int 10 (+0); Wis 13 (+1); Cha 10 (+0) Skills Nature +2, Survival +5 Proficiency bonus +2 (doubled for Survival) Senses passive Perception 12 Languages Common and one other Challenge 2 (450 XP) Natural Guide. While travelling in familiar terrain, even while engaged in another activity (such as foraging, navigating, or tracking), the guide remains alert to danger. When a guide forages, they find twice as much food or water as they normally would. While tracking other creatures, the guide also learns their exact number, their sizes, and how long ago they passed through the area. Pack horse. A guide can carry up to 100 pounds of gear for adventurers without asking for additional pay. ACTIONS Scimitar. Melee weapon attack: +5 to hit, reach 5ft., one target. Hit: 5 (1d6 + 2) slashing damage. A pathfinder is at home anywhere in nature, able to navigate reliably, hunt for food, and get you where you need to go. PATHFINDER Medium humanoid (any race), any alignment Armour Class 15 (studded leather) Hit Points 60 (8d8 + 24) Speed 30ft. Str 16 (+3); Dex 14 (+2); Con 12 (+1); Int 12 (+1); Wis 14 (+2); Cha 10 (+0) Skills Nature +3, Perception +4, Survival +6 Proficiency bonus +2 (doubled for Survival) Senses passive Perception 14 Languages Common and one other Challenge 3 (700 XP) Natural Guide. While travelling in familiar terrain, even while engaged in another activity (such as foraging, navigating, or tracking), the pathfinder remains alert to danger. When a pathfinder forages, they find twice as much food or water as they normally would. While tracking other creatures, the pathfinder also learns their exact number, their sizes, and how long ago they passed through the area. Pack horse. A pathfinder can carry up to 100 pounds of gear for adventurers without asking for additional pay. Safety Briefing. By spending 1 hour giving advice on the local territory and threats, the pathfinder can select up to ten creatures to gain advantage on one saving throw against an effect from a beast or plant creature, or a natural feature, which must be used within 24 hours. ACTIONS Scimitar. Melee weapon attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) slashing damage. Longbow. Ranged weapon attack: +4 to hit, range 150/600ft., one target. Hit: 6 (1d8 + 2) piercing damage. Comments are closed.
|
AuthorI'm Luke. He/him pronouns. Archives
May 2022
Categories
All
|