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NPC Generator

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Advanced [show]


Williamina Beitz, Female Human [Permalink]

Personal [hide]

Description: A hulking woman with gigantic muscles, she wears a green tunic with brown highlights, and long white pants that bunch up around her shoes. She has shaved her head bald. Her eyes are a pleasant green.

Personality: Williamina is a sociable creature first and foremost. She loves to listen to people at length before talking their ear off. She can carry on conversation for hours and will do so. She tends to be very friendly, and is drawn to music, the smells of food and wine, and out-door festivals.

History: Born to a Jeweler, her father struggled to pay the bills. When money was particularly tight she was walking through alleys when she overheard a Sage hiring some criminals to sabotage a competitor. She made her way to the other competitor and parlayed her knowledge into a job. She now owns her own business.

Motivation: She wants revenge against gnolls; and many gnolls want her driven away

Ideals: Extrovert, Optimist. Bonds: Poor, Job, Enemies. Occupation: Sage

Voice: Soft and mumbly

Attributes [hide]

Williamina Beitz, Female Human Paladin 5
Medium (4'7") Human, True Neutral (CR 5)
Armor Class 12
Hit Points 27 (5d10)
Speed 30 ft.
STRDEXCONINTWISCHA
15 (+2)15 (+2) 8 (-1)14 (+2) 14 (+2)12 (+1)
Skills Arcana +5, Athletics +5
Senses Passive Perception 12
Languages Common, Elven, Dwarven
Attacks Melee +5 / 2d4+2, Ranged +5 / 2d4+2, Grapple +5
DC 0 1st2nd3rd4th5th6th7th8th9th
Spell /Day1300000

Possessions: 1000 sp. Aquamarine (1100 gp). Amber (100 gp). Chalcedony (20 gp). 1 Minor magic item. 1 Minor magic item.


Social Check DCs


Gerald Ansley, Male Human [Permalink]

Personal [hide]

Description: A man with thick toned arms and a paunchy gut. He is perpetually draped in fineries, but all of this concealed by his earthly robes.. His auburn hair is smooth and relatively long. He was beautiful and young once, which still shows through his age, but it is a faded beauty.

Personality: He is quiet and unassuming. He ignores others and carries on with his job unassumingly. He does not regard money as being a problem because it has never been a problem for him. He lives in a bit of an ivory tower believing all problems are one quick intervention away from being solved.

History: He was a bastard born out of an affair, and his father always resented and mistreated him for it out of spite. He was one of the best in his class, and was picked up by his current employer. He quickly showed his capability and was soon promoted to a head role. He has set out to sabotage the competition.

Motivation: Further expansion of business.

Ideals: Athletic. Flaws: Antagonistic. Bonds: Attractive, Job, Rich. Occupation: Architect

Voice: Sensual and smooth

Attributes [hide]

Gerald Ansley, Male Human Paladin 5
Medium (5'3") Human, True Neutral (CR 5)
Armor Class 13
Hit Points 31 (5d10)
Speed 30 ft.
STRDEXCONINTWISCHA
8 (-1)17 (+3) 11 (+0)12 (+1) 14 (+2)11 (+0)
Skills Persuasion +3, Religion +4
Senses Passive Perception 12
Languages Common, Celestial
Attacks Melee +2 / 2d4-1, Ranged +6 / 2d4+3, Grapple +3
DC 0 1st2nd3rd4th5th6th7th8th9th
Spell /Day1300000

Possessions: 800 gp. Black pearl (1600 gp). Peridot (30 gp). Amber (60 gp).


Social Check DCs


Arnold Rylan, Male Human [Permalink]

Personal [hide]

Description: He is well dressed, but even with his fine clothing he looks run-down. His brown hair, when down, is lengthy. His green eyes show the wear and tear of someone lonely with a great burden to carry.

Personality: He is happy with his job as a Adventurer. He turns his eye from what people do, preferring to live and let live. He is a very good compulsive liar and kleptomaniac.

History: He got into the Adventurer business at a young age. When he was little, his rather wealthy family often ventured across the forest to a summer home near a old dungeon. He would wander through that old dungeon and adventure through it for days. One day while adventuring a terrible storm took place and he was stranded inside. His family spent the next few days looking for him, and could only assume he was dead when it came time to leave. The family never returned to the forest due to the painful memories there. Arnold took refuge in the old dungeon and found the beat up nunchaku and armor he uses now. He became a plane-shifter, and is stopping over on this plane for a brief visit.

Motivation: He is unsatisfied with his job; and he is being blackmailed/forced/etc and this influences his actions

Bonds: Job, Criminal record, Nature, Adventurer. Occupation: Adventurer

Voice: Speaks with squeezed throat

Attributes [hide]

Arnold Rylan, Male Human Paladin 5
Medium (5'3") Human, Chaotic Evil (CR 5)
Armor Class 9
Hit Points 41 (5d10)
Speed 30 ft.
STRDEXCONINTWISCHA
11 (+0)9 (-1) 11 (+0)12 (+1) 9 (-1)11 (+0)
Skills Athletics +3, Stealth +2
Senses Passive Perception 9
Languages Common, Celestial
Attacks Melee +3 / 2d4+0, Ranged +2 / 2d4-1, Grapple +2
DC 0 1st2nd3rd4th5th6th7th8th9th
Spell /Day10

Possessions: 1000 sp. 1 Minor magic item. 1 Minor magic item.


Social Check DCs


Anselm Birkenhead, Male Human [Permalink]

Personal [hide]

Description: He dresses in collared shirts and wears a proper scarf over his head, but does not cut a very imposing figure. He walks with a slouch but will stand straight to his full 6'6" when asserting himself. He has styled his golden hair well, parting it to the right. His eyes are green and catlike.

Personality: He is witty, but his monotone delivery comes off as unnerving He has a minor phobia of water and hates getting wet.

History: His father raised him in a mountain cabin. When he was little, his rather wealthy family often ventured across the island to a summer home near a old dungeon. He would wander through that old dungeon and adventure through it for days. One day while adventuring a terrible storm took place and he was stranded inside. His family spent the next few days looking for him, and could only assume he was dead when it came time to leave. The family never returned to the island due to the painful memories there. Anselm took refuge in the old dungeon and found the beat up scimitar and armor he uses now. He now travels the world, in search of power and loot.

Motivation: He wants random interesting trinkets and junk, hates to throw anything away; and he has passion for adventuring and risk

Ideals: Joker. Flaws: Fearful, Greedy. Bonds: Nature, Adventurer. Occupation: Courier

Voice: Cold and demanding tone

Attributes [hide]

Anselm Birkenhead, Male Human Paladin 5
Medium (6'6") Human, Chaotic Evil (CR 5)
Armor Class 12
Hit Points 34 (5d10)
Speed 30 ft.
STRDEXCONINTWISCHA
12 (+1)15 (+2) 13 (+1)13 (+1) 8 (-1)16 (+3)
Skills Deception +6, Religion +4
Senses Passive Perception 9
Languages Common, Gnoll
Attacks Melee +4 / 2d4+1, Ranged +5 / 2d4+2, Grapple +2
DC 0 1st2nd3rd4th5th6th7th8th9th
Spell /Day10

Possessions: 60 pp. 1 Minor magic item.


Social Check DCs

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