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NPC Generator

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Advanced [show]


Hunter Royal, Male Human [Permalink]

Personal [hide]

Description: This man typically wears grey cloth garments or leather armor. He has a penchant for wearing a ring with an oversized aquamarine on his right hand. His white hair and beard is wavy and long. His violet eyes show the wear and tear of someone lonely with a great burden to carry.

Personality: He is unhospitable to his core. His small house has "No trespassing" Signs all over it. He has a small toy that he constantly fidgets with.

History: He was born the only child of a wealthy merchant. His father took him hunting and taught him how to get in the mind of other creatures. He bought a shield and has really upped his game hunting, due to his understanding of decoy and ambush.

Motivation: He has money and likes to spend it; and retire the richest man in the south

Ideals: Entrepeneur. Flaws: Antagonistic, Addict. Bonds: Rich, Nature. Occupation: Barkeep

Voice: Whispers

Attributes [hide]

Hunter Royal, Male Human Bard 1
Medium (5'3") Human, Lawful Neutral (CR 1)
Armor Class 10
Hit Points 7 (1d6)
Speed 30 ft.
STRDEXCONINTWISCHA
11 (+0)11 (+0) 12 (+1)15 (+2) 12 (+1)8 (-1)
Skills Medicine +3, Stealth +2
Senses Passive Perception 11
Languages Common, Aquan, Ignan
Attacks Melee +2 / 1d4+0, Ranged +2 / 1d4+0, Grapple +0
DC 0 1st2nd3rd4th5th6th7th8th9th
Spell /Day12200000

Possessions: 160 gp.


Social Check DCs


Merihim Music, Male Tiefling [Permalink]

Personal [hide]

Description: 6'4" and muscular, this southern man wears rags and sports a simple walking cane. His long brown hair is drawn into a two foot long braid. His eyes are likewise white.

Personality: He is irritable and easily angered. He is a bit of a bully and is not afraid to use his stature and powers to intimidate and hurt. He has zero loyalty and will suck up to whomever is within range, in the hopes of being moved to a better position.

History: Merihim hails from a village terrorized by goblins. He couldn't stand his childhood mentor and eventually formed a pact with his mentor's previously failed apprentice to rebel. When their plan failed the mentor lashed out against both of them and fled. Days after completing his studies, news broke out that his hometown was attacked by goblins. Merihim was horrified and prayed that his father was alright. However, he heard that his father had died fighting off the goblins.

Motivation: Several ex partners dislike his way of doing things and want revenge; and he feels threatened by others

Ideals: Athletic. Flaws: Antagonistic, Fearful. Bonds: Poor, Enemies, Mentor. Occupation: Layabout

Voice: Uses lots of figures of speech

Attributes [hide]

Merihim Music, Male Tiefling Cleric 1
Medium (6'4") Tiefling, Chaotic Good (CR 1)
Armor Class 8
Hit Points 10 (1d8)
Speed 30 ft.
STRDEXCONINTWISCHA
5 (-3)7 (-2) 15 (+2)11 (+0) 8 (-1)18 (+4)
Skills Intimidation +6, Persuasion +6
Senses Passive Perception 9
Languages Common
Attacks Melee -1 / 1d4-3, Ranged +0 / 1d4-2, Grapple -2
DC 0 1st2nd3rd4th5th6th7th8th9th
Spell /Day9

Possessions: 110 gp.


Social Check DCs


Hlin Daerdahk, Female Dwarf [Permalink]

Personal [hide]

Description: This light-skinned female wears skinny pants and wears a grey and brown robe with the hood down. She is tall, broad shouldered and powerfully built. Her black hair is heavily combed to the right. Her face is covered beneath a completely black helmet.

Personality: She can speak with the dead, and doesn't see much difference between the living and dead. She plays an instrument quite well.

History: She was born to a wealthy landowner in a frontier town, living a normal and happy childhood. She moved from fad to fad and when she turned 15 she discovered music. One night she noticed a nearby shooting star which she hiked out to see where it landed. It turned out to be an ancient artifact of some kind. She has done her darndest to repair it but it is currently non-functional.

Motivation: She has money and likes to spend it; and she is greedy

Ideals: Gifted, Artistic, Persistence. Bonds: Rich. Occupation: Assassin

Voice: Speaks fast with a slight lisp

Attributes [hide]

Hlin Daerdahk, Female Dwarf Commoner 1
Medium (4'2") Dwarf, Lawful Good (CR 1)
Armor Class 9
Hit Points 4 (1d4)
Speed 20 ft.
STRDEXCONINTWISCHA
11 (+0)9 (-1) 11 (+0)4 (-3) 10 (+0)7 (-2)
Skills Persuasion +0, Sleight of Hand +1
Senses Passive Perception 10
Languages Common, Dwarven
Attacks Melee +2 / 1d4+0, Ranged +1 / 1d4-1, Grapple +0

Possessions: White pearl (80 gp).


Social Check DCs


Leaf Moon, Female Tabaxi [Permalink]

Personal [hide]

Description: She has a large brown mantle and cape that has been intricately interwoven into her white robe. Her yellow fur is drawn into a tight pony tail with a card scrunchie. Her eyes are blue and catlike.

Personality: A rambunctious noisy drunk she knows how to make people feel guilty. She is very protective of her business, her home, and her spouse. She is willing to work with less than legal methods but maintains the front of legitimacy.

History: Her mother raised her in a mountain cabin. She sought a place where she would be rewarded solely on the merits of her skills. This search led her directly into Roofer work with an outfit from a few towns over. Roofer work suited her well, and with each successful project, she earned more gold and more respect from her peers. She has achieved small success as a Roofer.

Motivation: Meet up once more with her childhood friend; and she has decided she is irredeemable

Flaws: Depressed. Bonds: Criminal record, Nature, Job, Adventurer. Occupation: Roofer

Voice: Old Prospector

Attributes [hide]

Leaf Moon, Female Tabaxi Monk 8
Medium (6'1") Tabaxi, Chaotic Neutral (CR 8)
Armor Class 12
Hit Points 54 (8d8)
Speed 30 ft.
STRDEXCONINTWISCHA
14 (+2)14 (+2) 13 (+1)10 (+0) 11 (+0)10 (+0)
Skills Medicine +3, Persuasion +3
Senses Passive Perception 10
Languages Common
Attacks Melee +5 / 2d10+2, Ranged +5 / 2d10+2, Grapple +2

Possessions: 110 pp. Chrysoprase (20 gp). Golden pearl (150 gp). Red-brown spinel (150 gp). Sardonyx (20 gp). Freshwater pearl (4 gp). Obsidian (4 gp).


Social Check DCs

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