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NPC Generator

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Advanced [show]


Gerald Tatum, Male Human [Permalink]

Personal [hide]

Description: A stocky lighter skinned man, he is wearing a tight grey one piece outfit complete with pants, hood, and a cape. He has a brown handlebar mustache and slicked back brown hair. His amber eyes dart from person to person.

Personality: Always inclined to offer people food he seems plenty friendly. He is obsessed with his god.

History: He got into the Fortune-teller business at a young age. When Gerald reached his early adolescence his Human mother passed away. Feeling disconnected from the small nearby village afterwards, he decided to travel. His rounds led him into the Army with a few individuals who would become his life-long companions. He struck the Fortune-teller job and began his own company from there.

Motivation: He feels the way he acts is they only way to get by in the world; and he is compelled to act according to his religious beliefs

Ideals: Philantrophist, Impeccable. Bonds: Religious, Job, Military. Occupation: Fortune-teller

Voice: Uses sign language

Attributes [hide]

Gerald Tatum, Male Human Bard 1
Medium (6'1") Human, Lawful Good (CR 1)
Armor Class 12
Hit Points 8 (1d6)
Speed 30 ft.
STRDEXCONINTWISCHA
18 (+4)14 (+2) 15 (+2)9 (-1) 10 (+0)14 (+2)
Skills Acrobatics +4, Stealth +4
Senses Passive Perception 10
Languages Common
Attacks Melee +6 / 1d4+4, Ranged +4 / 1d4+2, Grapple +4
DC 0 1st2nd3rd4th5th6th7th8th9th
Spell /Day9

Possessions: 40 gp. Smoky quartz (60 gp).


Social Check DCs


Donaar Kerrhylon, Male Dragonborn [Permalink]

Personal [hide]

Description: This man wears a green shirt with thin violet vertical stripes and yellow pants. He is muscular with a powerful set of arms. He keeps his silver crest in a flapper bob. This gold eyed southerner is not easily forgotten.

Personality: He trusts no one. He is not readily capable for forgiveness and his ire never leaves him. 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: Donaar lived on a farm with his father, near the main road leading to a nearby town. When he came of age, he joined a caravan that would eventually take him to the capital. He would practice along the way and, when he arrived, be apprenticed to a Assassin. He was betrayed by a partner and left for dead, teaching him a humbling lesson in trusting others.

Motivation: Wants to open a new tavern.

Flaws: Antagonistic. Bonds: Religious, Family, Job. Occupation: Assassin

Voice: Pronounces 'its' and 'is' like 'eats' and 'ease'

Attributes [hide]

Donaar Kerrhylon, Male Dragonborn Commoner 2
Medium (6'2") Dragonborn, Chaotic Evil (CR 2)
Armor Class 11
Hit Points 8 (2d4)
Speed 30 ft.
STRDEXCONINTWISCHA
15 (+2)12 (+1) 11 (+0)14 (+2) 11 (+0)17 (+3)
Skills Acrobatics +3, Animal Handling +2
Senses Passive Perception 10
Languages Common, Sylvan, Halfling
Attacks Melee +4 / 1d6+2, Ranged +3 / 1d6+1, Grapple +2

Possessions: 1 Masterwork Common Melee.


Social Check DCs


Azzakh Turnuroth, Male Dragonborn [Permalink]

Personal [hide]

Description: He is lean but muscular and is wearing a tight black one piece outfit complete with pants, hood, and a cape. His blue crest is slicked back into a classic pompadour. His face is covered beneath a completely black helmet.

Personality: He is quite rude, and likes to deride his opponents skill and shout insults at them. He loves being with his children and actually smiles when they are around. He would do anything for them. He dislikes his ex a great deal.

History: He was raised in a white middle class family as the only child. Being born in the north, he completed his medical training abroad so as to avoid the war. He returned after the war having achieved medical proficiency. He was a general practitioner in the north for years, until he, through no fault of his own, lost a patient who had a very powerful family. Rather than risk reprisal he made his way south. He has since lost track of the people in his past.

Motivation: He's repulsed by the PC.

Flaws: Antagonistic, Mundane. Bonds: Family, Immigrant. Occupation: Fletcher

Voice: Low and grunting

Attributes [hide]

Azzakh Turnuroth, Male Dragonborn Rogue 9
Medium (6'3") Dragonborn, Lawful Evil (CR 9)
Armor Class 12
Hit Points 48 (9d6)
Speed 30 ft.
STRDEXCONINTWISCHA
12 (+1)14 (+2) 13 (+1)11 (+0) 8 (-1)18 (+4)
Skills Deception +7, Sleight of Hand +5
Senses Passive Perception 9
Languages Common
Attacks Melee +4 / 3d4+1, Ranged +5 / 3d4+2, Grapple +2

Possessions: 500 gp. Citrine (50 gp). Deep blue spinel (200 gp). Jade (110 gp). Citrine (50 gp). Amber (110 gp). Brown-green garnet (110 gp). Rhodochrosite (5 gp).


Social Check DCs


Ethereal Of Spirit, Female Tabaxi [Permalink]

Personal [hide]

Description: She tends to wear a large pastel jacket. She is physically well-built. She has wavy black fur. Her copper eyes are desperate and heavily dilated. She has the appearance of someone under the heavy influence of drugs.

Personality: She misses her glory days as an athlete. She does not mind her job, but it is boring in comparison. She is afraid of women and trembles around them

History: Her parents moved while she was still in utero so she is the first generation to be born here. When money was particularly tight she was walking through alleys when she overheard a Server hiring some criminals to sabotage a competitor. She made her way to the other competitor and parlayed her knowledge into a job. She got away from her former life and has fallen to alcoholism.

Motivation: She is unsatisfied with her job; and further expansion of business

Ideals: Athletic. Flaws: Addict, Shy. Bonds: Immigrant, Poor, Job. Occupation: Server

Voice: French accent

Attributes [hide]

Ethereal Of Spirit, Female Tabaxi Ranger 4
Medium (6'2") Tabaxi, Lawful Good (CR 4)
Armor Class 11
Hit Points 26 (4d8)
Speed 30 ft.
STRDEXCONINTWISCHA
14 (+2)13 (+1) 16 (+3)16 (+3) 11 (+0)11 (+0)
Skills Investigation +5, Nature +5
Senses Passive Perception 10
Languages Common, Infernal, Sylvan, Abyssal
Attacks Melee +4 / 1d10+2, Ranged +3 / 1d10+1, Grapple +2
DC 0 1st2nd3rd4th5th6th7th8th9th
Spell /Day1000

Possessions: 80 pp. Hematite (9 gp). Bloodstone (40 gp). Obsidian (9 gp). 1 Minor magic item.


Social Check DCs

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