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CR 3 Bouncer

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The typical bouncer is a big, intimidating person hired to enhance security in public establishments, such as a bar. Their role is to discern who might turn violent and tell them to cool it or even leave. If this fails, then they are supposed to tell the violent person that they will call the cops. Finally, as a last resort, they should actually throw the perpetrator out.

However, many establishments don't use proper bouncers, and GMs often want to use bouncers to punish unruly PCs. As a result, in some Modern campaigns, bouncers are more aggressive than they need to be. Instead of calling the cops, they prefer to crack heads.

Bouncer (Strong Ordinary 2/Dedicated Ordinary 2): CR 3; Medium Humanoid (human); HD 2d8+2d6+8, hp 24, Mas 17; Init +1, Spd 30 ft.; Def 16 (+1 Dex, +4 class, +1 leather jacket); BAB +3, Grap +9; Atk brawl +6 melee (1d6+2 nonlethal); S/R 5 ft./5 ft.; AL employer; SV Fort +6, Ref +1, Will +4; AP 0, Rep +1; Str 15, Dex 12, Con 14, Int 10, Wis 14, Cha 8.

  • Occupation: Blue Collar (class skills: Climb, Drive, Intimidate)
  • Skills: Climb +3, Diplomacy; +1, Drive +3, Intimidate +2, Knowledge (current events) +1, Knowledge (popular culture) +2, Knowledge (streetwise) +2, Listen +4, Profession +5, Search +1, Sense Motive +4, Spot +4.
  • Feats: Brawl, Improved Damage Threshold, Improved Grapple.


This article is related to
D20 Modern
D20 Modern NPCs
D20_Modern_NPCs_by_Creature_Type
D20 Modern NPCs by Primary Character Class
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