NPCs (Posod Supplement)

From D&D Wiki

Jump to: navigation, search

Ordinaries[edit]

Strong Ordinary (CR 1/2)[edit]

Strong Ordinary, 1st-Level Strong Ordinary
Size/Type: Medium Humanoid
Hit Dice: 1d8+2 (6 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 11 (-1 Dex, +1 leather, +1 class), touch 9, flat-footed 9
Base Attack/Grapple: +1/+3
Attack: Knife +3 melee (1d4+2/(19-20)x2)
Full Attack: Knife +3 melee (1d4+2/(19-20)x2)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities:
Saves: Fort +3, Ref -1, Will +0
Abilities: Str 15, Dex 8, Con 14, Int 13, Wis 10, Cha 12
Skills: Climb+6, Jump +6, Swim +6
Feats: Simple Weapon Proficiency
Environment: Urban
Organization: single or gang (4-9)
Challenge Rating: 1/2
Treasure: Standard
Alignment: any
Advancement: By character class
Level Adjustment: +0

Strong Ordinaries are normal, everyday people.

COMBAT

Strong Ordinaries will do their best to close distance to their targets before combat begins. After combat is initiated, they will attack the enemy that is closest to them.

Being moderately intelligent, Strong Ordinaries will use cover and environments to their advantage.

Fast Ordinary (CR 1/2)[edit]

Fast Ordinary, 1st-Level Fast Ordinary
Size/Type: Medium Humanoid
Hit Dice: 1d8+1 (5 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (+2 Dex, +1 jacket, +3 class), touch 11, flat-footed 11
Base Attack/Grapple: +0/-1
Attack: Pathfinder +2 ranged (2d4/x2)
Full Attack: Pathfinder +2 ranged (2d4/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities:
Saves: Fort +1, Ref +3, Will -1
Abilities: Str 10, Dex 15, Con 12, Int 14, Wis 8, Cha 14
Skills: Hide+6, Drive +6, Tumble +6
Feats: Simple Weapon Proficiency, Personal Firearms Proficiency
Environment: Urban
Organization: single or gang (4-9)
Challenge Rating: 1/2
Treasure: Standard
Alignment: any
Advancement: By character class
Level Adjustment: +0

Fast Ordinaries are normal, everyday people.

COMBAT

Fast Ordinaries will do their best to stay at a medium range (20-40 feet) and fire at enemies with their personal firearm (Pathfinder).

Being moderately intelligent, Fast Ordinaries will use cover and environments to their advantage.

Police Officer (CR 2)[edit]

Tough Ordinary, 3rd-Level Tough Ordinary
Size/Type: Medium Humanoid
Hit Dice: 3d10+6 (21 hp)
Initiative: +2
Speed: 20 ft. (6 squares)
Armor Class: 17 (+2 Dex, +3 vest, +2 class), touch 12, flat-footed 15
Base Attack/Grapple: +2/+3
Attack: Baretta +4 ranged (2d6/x2)
Full Attack: Baretta +4 ranged (2d6/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities:
Saves: Fort +2, Ref +3, Will +1
Abilities: Str 13, Dex 14, Con 15, Int 12, Wis 10, Cha 8
Skills: Drive +7, Diplomacy +5, Sense Motive +4
Feats: Simple Weapon Proficiency, Personal Firearms Proficiency
Environment: Urban
Organization: single or pair
Challenge Rating: 2
Treasure: Standard
Alignment: any
Advancement: By character class
Level Adjustment: +0


Police Officers come in many varieties depending on where they are found.

COMBAT

Police Officers will radio in backup if there is a working transmitter to their operator. Backup arrives in the form of 2 police cars each containing two more officers, and takes 2d8 minutes to arrive.

If backup has been called for, Police Officers will find the best available cover and try to stall and disable the opponents.

Police Officer (CR 9)[edit]

Tough Ordinary, 10th-Level Tough Ordinary
Size/Type: Medium Humanoid
Hit Dice: 10d10+30 (80 hp)
Initiative: +6
Speed: 20 ft. (6 squares)
Armor Class: 20 (+2 Dex, +3 vest, +5 class), touch 17, flat-footed 18
Base Attack/Grapple: +7/+8
Attack: Baretta +10 ranged (2d6/x2)
Full Attack: Double Tap Baretta +8 ranged (3d6/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities:
Saves: Fort +8, Ref +5, Will +3
Abilities: Str 13, Dex 15, Con 16, Int 12, Wis 10, Cha 8
Skills: Drive +17, Diplomacy +7, Sense Motive +7
Feats: Simple Weapon Proficiency, Personal Firearms Proficiency, Improved Initiative, Weapon Focus: Pistols, Double Tap, Far Shot, Vehicle Expert, Force Stop
Environment: Urban
Organization: single or pair
Challenge Rating: 9
Treasure: Standard
Alignment: any
Advancement: By character class
Level Adjustment: +0


Police Officers come in many varieties depending on where they are found.

COMBAT

Police Officers will radio in backup if there is a working transmitter to their operator. Backup arrives in the form of 2 police cars each containing two more officers, and takes 2d8 minutes to arrive.

If backup has been called for, Police Officers will find the best available cover and try to stall and disable the opponents.

Heroes[edit]

Special Forces Pointman (CR 4)[edit]

Tough Hero, 4th-Level Tough Hero
Size/Type: Medium Humanoid
Hit Dice: 4d10+16 (36 hp)
Initiative: +2
Speed: 20 ft. (6 squares)
Armor Class: 19 (+2 Dex, +4 vest, +3 class), touch 15, flat-footed 17
Base Attack/Grapple: +3/+4
Attack: Franchi SPAS 12 (open choke) +6 ranged (2d8/x2) (RI 40, 7 MAG)
Full Attack: Double Tap Franchi SPAS 12 (open choke) +4 ranged (3d8/x2) (RI 40, 7 MAG)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Talents: Remain Conscious, DR 1/-
Saves: Fort +6, Ref +5, Will +2
Abilities: Str 13, Dex 14, Con 16, Int 12, Wis 10, Cha 8
Skills: Climb+8, Jump +8, Swim +8
Feats: Simple Weapon Proficiency, Personal Firearms Proficiency, Heavy Armor Proficiency (Heavy), Toughness, Lightning Reflexes, Weapon Focus: Shotguns, Point Blank Shot, Double Tap
Environment: Urban
Organization: single or pair
Challenge Rating: 4
Treasure: Standard
Alignment: any
Advancement: By character class
Level Adjustment: +0


COMBAT

Pointmen generally lead their strike team into combat due to their superior damage-taking capability.

Antagonists[edit]


Back to Main PageD20 ModernCampaign SettingsPosod

Personal tools
d20M
miscellaneous
admin area
Terms and Conditions for Non-Human Visitors