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View Full Version : D&D 3.x Other NPC: Barkeeper of the Rustic Pelican (PEACH)



Debihuman
2017-01-04, 08:14 AM
The is the proprietor of the Rustic Pelican in my homebrew game (see also Pebbles the bouncer http://www.giantitp.com/forums/showsinglepost.php?p=15802159&postcount=1 and Cardbordeaux the sommelier golem http://www.giantitp.com/forums/showsinglepost.php?p=15622611&postcount=5 ). Here is the class I used: http://www.dandwiki.com/wiki/Barkeeper_(3.5e_Class). Here is a link to the Cards Over Swords feat: http://archive.wizards.com/default.asp?x=dnd/we/20060919a. Armbands of the brawler can be found here: http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/armbands-of-the-brawler.

I'm still not entirely happy with the barkeeper's name.

Halter Brewstein
Barkeeper 4
Medium Humanoid (Dwarf)
Hit Dice: 4d6+20 (34 hp)
Initiative: +4
Speed: 20 ft.
Armor Class: 19 (23 vs. Giants) (+5 +1 chain shirt, Dex +4, +4 Dodge vs. Giants), Touch 14 (18 vs. Giants), Flat-footed 15 (19 vs. Giants)
BAB/Grapple: +3/+8 (armbands of the brawler see below)
Attack: Bar Stool* +8 (+9 vs. orcs or goblinoids) melee (2d6+4 bludgeoning or nonlethal)
Full Attack: Bar Stool +8 (+9 vs. orcs or goblinoids) melee (2d6+4 bludgeoning or nonlethal)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., professional standing, stability, stonecunning, weapon familiarity
Saves: Fort +9, Ref +4 Will +8 (+2 vs. poison, + 2 vs. spells and spell-like effects)
Abilities: Str 18, Con 20, Dex 18, Int 18, Wis 18, Cha 16
Skills: Appraise +11 (+13 stone or metal items), Bluff +10, Craft (brewing) +11 (+13 things related to stone or metal), Diplomacy +7, Gather Information +10, Intimidate +10, Knowledge (local) +11, Listen +11, Profession (barkeeper) +13, Search +4 (+6 to notice sliding walls, etc. see stonecunning), Sense Motive +11, Sleight of Hand +11, Spot +11
Feats: Brew Potion B, Skill Focus (Profession (barkeeper)) B, Cards Over Swords Luck of the Draw WEB, Blind-Fight
Environment: Rustic Pelican
Organization: Solitary (Unique)
Challenge Rating: 4
Treasure: Armbands of the brawler, +1 chain shirt, 2 potions of cure light, tanglefoot bag, 4 flasks of holy water, Three Dragon Ante, 1,050 gp
Alignment: Neutral Good
Advancement: By Class
Level Adjustment: +0
*Bar Stools are two-handed weapons and can be thrown 10 feet.

Halter Brewstein is the congenial proprietor of the Rustic Pelican.

Weapon and Armor Proficiency: Barkeepers are proficient with all simple weapons, improvised weapons (see below), light armors, and all shields except tower shields.

Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.

Improvised Weapon Proficiency: The barkeeper is proficient in any kind of improvised weapon, i.e. anything that can be used to hit people even though this is not the original purpose of the item. Examples are empty or broken bottles, chairs, tables, pool cues, plates... The DM should use common sense to attribute size (light, one-handed, or two-handed) and damage type (piercing, slashing or bludgeoning) to an improvised weapon.


Improvised shields: Some items can be used as improvised shields, especially plates (buckler), chairs (light shield) and tables (heavy or tower shield), and the barkeeper is also proficient in these. Improvised shields count as one-handed improvised weapons for shield bash damage.

Improvised thrown weapons: The barkeeper can use any improvised weapon as a thrown weapon with a range increment of 10 ft.

Darkvision (Ex): Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.

Stonecunning (Ex): This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isnít stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.

Stability (Ex): A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

Professional Standing (Ex): Most barkeepers have never learned anything else, but they're good at what they do. At first level, they receive Skill Focus (Profession (barkeeper)) as a bonus feat.

A Barkeeper can take one shot of alcohol per class level per day without any consequences, i.e. he does not need to make a Fortitude save against the effect and it does not count when adding the number of shots he took for a Fortitude save DC.

Barkeep's Knowledge: You'd be surprised what you hear when you serve drinks to epic wizards. Functions as the Bard ability Bardic Knowledge for all intents and purposes.

Straight Knockout: Barkeepers regularly have to take out troublemakers without bloodshed. With this training, they can do nonlethal damage with any lethal weapon without the usual -4 penalty to the attack

Brew Potion: The barkeeper gains Brew Potion as a bonus feat, even if he does not fulfill the prerequisites. Since he does not have spellcasting ability, he can make a Craft (brewing) check DC 20 + spell caster level of the potion to emulate it. He can also use the Craft (brewing) skill instead of Spellcraft to identify a potion. The DC is the same (25).

Mettle (Ex): Barkeepers are used to dealing with a lot of stuff and they're not easy to take out. Every time a barkeeper passes a save against a spell, or effect, that allows a Will or Fortitude save for a reduced effect, he instead suffers no effect.

Do I Know You?: Barkeepers have met nearly everyone from their surrounding area, and as such have quite an extensive network of friends. Once per combat, the Barkeeper may make a Knowledge (Local) check. If he succeeds, one humanoid enemy becomes friendly with the barkeeper (though not the party).