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NPC Generator

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Advanced [show]


Mardred Daraln, Female Dwarf [Permalink]

Personal [hide]

Description: A stocky darker skinned woman, she wears tight fitting pants and leather jackets. She usually doesn't wear a shirt. Her blonde hair is slicked back into a classic pompadour. She has a tattooed face.

Personality: She fancies herself a trickster and likes to rely on her wits to carry the day. She cares for her older siblings and likes to be recognized by them. She lacks moral complications. She does what she is told to by employers but not much else. She spends her money on whatever she fancies at the time.

History: She was raised in a plains tribe. When the war came and ruined her parents she was left adrift. She was a hard woman then and has only learned to fight more as time goes on. She ran away from her former home and has been making her living as a Miller for the past few years.

Motivation: Find a way to reverse the transformation of her brother.

Flaws: PTSD. Bonds: Family, Job, Nature. Occupation: Miller

Voice: High pitched and raspy

Attributes [hide]

Mardred Daraln, Female Dwarf Warrior 2
Medium (3'11") Dwarf, Lawful Good (CR 2)
Armor Class 12
Hit Points 15 (2d10)
Speed 20 ft.
STRDEXCONINTWISCHA
7 (-2)14 (+2) 11 (+0)13 (+1) 12 (+1)11 (+0)
Skills Medicine +3, Survival +3
Senses Passive Perception 11
Languages Common, Dwarven, Infernal
Attacks Melee +0 / 1d6-2, Ranged +4 / 1d6+2, Grapple +2

Possessions: 10000 cp.


Social Check DCs


Helen Byron, Female Human [Permalink]

Personal [hide]

Description: She is a woman of bearing and well nourished. She wears an amalgamation of clothes and depending on the season will wear more layers of the continuing hodge podge. She sports a flattop hair cut. She tend to wears goggles to shield her eyes.

Personality: She is erratic and paranoid. She believes brigands are coming to abduct people. She loves teas. She is very sensitive about her face. To blow off anger she lifts weights and to control her otherwise explosive temper she works out a lot.

History: Born in the south to a Sailor, Helen learned a great deal about her father's area of expertise. When she came of age, she joined a caravan that would eventually take her to the capital. She would practice along the way and, when she arrived, be apprenticed to a Sailor. 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: Someone believes her a fraud; and she feels that her past leaves her morally obligated to help

Ideals: Fighting, Persistence. Bonds: Enemies, Job, Criminal record. Occupation: Sailor

Voice: Deep voice with rolling R's

Attributes [hide]

Helen Byron, Female Human Paladin 1
Medium (5'4") Human, Neutral Evil (CR 1)
Armor Class 9
Hit Points 9 (1d10)
Speed 30 ft.
STRDEXCONINTWISCHA
14 (+2)8 (-1) 8 (-1)13 (+1) 11 (+0)12 (+1)
Skills Insight +2, Persuasion +3
Senses Passive Perception 10
Languages Common, Giant
Attacks Melee +4 / 1d4+2, Ranged +1 / 1d4-1, Grapple +2
DC 0 1st2nd3rd4th5th6th7th8th9th
Spell /Day1000

Possessions: 90 gp. 1 Chain shirt.


Social Check DCs


Veloptima Horcusporcus, Female Gnome [Permalink]

Personal [hide]

Description: She wears rags and sports a simple walking cane. She has relatively light skin and is very physically imposing due to her abundance of muscles. She has a very tight haircut. Her face is covered beneath a completely black helmet.

Personality: Aggressive, abrasive, and angry, Veloptima embodies much of what other species detest in the Gnomes. She spends most of her days drinking in the Inn, the rowdiest and most dangerous establishment in town. There she gambles, wrestles and listens to stories told by travelers.

History: Sold as a small child to a necromancer, Veloptima was an assistant, and all too frequently test subject. She eventually earned her freedom when her former master disappeared. In her 17th year, while out on a day-trip, she returned to find her hometown burning and destroyed. She found her mother impaled in their home, and her father beheaded. She saw the woman who walked out, and charged her in a blind rage. The woman easily evaded and defeated her, leaving her to live broken and terrified. After a long history of fighting, Veloptima and her spouse have recently divorced.

Motivation: A need for knowledge about a nearby landmark; and to reunite with her old friends

Flaws: Antagonistic, Fearful. Bonds: Poor, Adventurer, Mentor. Occupation: Barkeep

Voice: Italian accent

Attributes [hide]

Veloptima Horcusporcus, Female Gnome Expert 4
Small (3'6") Gnome, Chaotic Good (CR 4)
Armor Class 10
Hit Points 22 (4d6)
Speed 20 ft.
STRDEXCONINTWISCHA
9 (-1)9 (-1) 13 (+1)10 (+0) 16 (+3)7 (-2)
Skills Religion +2
Senses Passive Perception 13
Languages Common, Gnome
Attacks Melee +1 / 1d10-1, Ranged +1 / 1d10-1, Grapple -1

Possessions: 100 gp. 1 Half-Plate.


Social Check DCs


Trail Paws, Male Tabaxi [Permalink]

Personal [hide]

Description: He wears a custom-built plate barding that's adorned with pastel lining and desert motifs. He carries a battered axe and tarnished glaive as well. He has done his best to style his black fur to look like a famous performer. He has several tiny amethyst earrings on each ear.

Personality: He is filled with cunning. He likes to feign weakness letting people think he is weak. A fanatic, his devotion to his small selection of gods is unquestionable. He claims to be doing their will and will base all his actions on whether or not they would be pleasing to the gods.

History: He was raised happily, as a normal child born to his father and mother. His father taught him the rudiments of the Marshal arts, while his mother instructed him in etiquette, music and courtly manner. His family was being driven out of business by several neighboring competitors. The father sought out extralegal help and others began closing their doors. He saw this and took pride in his father's willingness to do anything to win. He now mingles about in high society.

Motivation: He possesses a valuable artifact that the thieves guild wishes to steal.

Ideals: Fighting. Flaws: Secretive. Bonds: Rich, Religious, Criminal record. Occupation: Marshal

Voice: Excited and jittery

Attributes [hide]

Trail Paws, Male Tabaxi Rogue 8
Medium (6'7") Tabaxi, Neutral Evil (CR 8)
Armor Class 12
Hit Points 39 (8d6)
Speed 30 ft.
STRDEXCONINTWISCHA
7 (-2)14 (+2) 11 (+0)13 (+1) 12 (+1)16 (+3)
Skills History +4, Survival +4
Senses Passive Perception 11
Languages Common, Infernal
Attacks Melee +1 / 2d10-2, Ranged +5 / 2d10+2, Grapple +2

Possessions: 1300 gp. Red spinel (120 gp). Deep blue spinel (1300 gp).


Social Check DCs

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