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NPC Generator

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Advanced [show]


Avice Wesley, Female Human [Permalink]

Personal [hide]

Description: A woman with a friendly, welcoming air about her, she prefers to wear fine silks, though has several suits of combat armor for her hunting needs. She wears her chestnut hair down. Her eyes are likewise gray. Her teeth are white and perfect.

Personality: She does not believe in betrayal or weakness as things to be tolerated. She pushes her goals aggressively. She is also a coward if confronted.

History: The child of a Mayor, who enjoyed hunting, Avice was taken on many hunting expeditions. Her father was supposedly a charlatan fortune teller, but she insists her father was legitimate. She now mingles about in high society.

Motivation: She feels threatened by others; and her religion dominates her actions

Ideals: Justice. Flaws: Fearful. Bonds: Rich, Attractive, Nature, Religious. Occupation: Armorer

Voice: Scandinavian accent

Attributes [hide]

Avice Wesley, Female Human Paladin 5
Medium (5'4") Human, Chaotic Good (CR 5)
Armor Class 12
Hit Points 40 (5d10)
Speed 30 ft.
STRDEXCONINTWISCHA
12 (+1)15 (+2) 10 (+0)12 (+1) 10 (+0)12 (+1)
Skills Perception +3
Senses Passive Perception 13
Languages Common, Elven
Attacks Melee +4 / 2d4+1, Ranged +5 / 2d4+2, Grapple +2
DC 0 1st2nd3rd4th5th6th7th8th9th
Spell /Day110

Possessions: 10000 cp. 1 Minor magic item. 1 Minor magic item.


Social Check DCs


Bertram Gentry, Male Human [Permalink]

Personal [hide]

Description: The man speaks with an almost imperceptible accent. He seems to always be the slightest bit damp as if he got out from a pool a few moments ago. He is generally well dressed albeit a few years behind the times. His red hair is cut short. His eyes are a pleasant hazel.

Personality: While he is on the job, he is grim and serious. He understands how dangerous the world is and the need to stay safe. He loves his children and doesn't want them to worry about him. He loves to share his painting with anyone who is interested.

History: Bertram lived on a farm with his father, near the main road leading to a nearby town. He moved out west to avoid the crime he committed. He left for the east, certain he would find work there.

Motivation: Doesn't want to be a Fisher and was forced into it by his family; and he possesses a valuable artifact that the thieves guild wishes to steal

Ideals: Artistic. Bonds: Attractive, Immigrant, Criminal record, Family. Occupation: Fisher

Voice: Whispers

Attributes [hide]

Bertram Gentry, Male Human Paladin 5
Medium (5'10") Human, True Neutral (CR 5)
Armor Class 12
Hit Points 34 (5d10)
Speed 30 ft.
STRDEXCONINTWISCHA
14 (+2)15 (+2) 12 (+1)12 (+1) 12 (+1)14 (+2)
Skills History +4, Intimidation +5
Senses Passive Perception 11
Languages Common, Goblin
Attacks Melee +5 / 2d4+2, Ranged +5 / 2d4+2, Grapple +2
DC 0 1st2nd3rd4th5th6th7th8th9th
Spell /Day12000

Possessions: 1000 sp. Star rose quartz (30 gp). Sard (30 gp). Aquamarine (600 gp). Amethyst (60 gp). 1 Minor magic item.


Social Check DCs


John Upton, Male Human [Permalink]

Personal [hide]

Description: A man of a pale complexion, he wears a lot of dark rich colors, with gold accents. He has dyed his greying golden hair a little too much giving a sharp golden color. He has several tiny opal earrings on each ear.

Personality: He can speak with the recently deceased. He lacks moral complications. He does what he is told to by employers but not much else. He spends his money on whatever he fancies at the time.

History: Born to a pair of adventurers, John grew up listening to his father's many stories. 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 gone from town to town till he finds a spot where he can set up a sustainable business.

Motivation: Meet up once more with his childhood friend.

Ideals: Gifted. Bonds: Attractive, Rich, Job, Adventurer. Occupation: Apothecary

Voice: Prounounces S like Z

Attributes [hide]

John Upton, Male Human Paladin 5
Medium (5'1") Human, Chaotic Neutral (CR 5)
Armor Class 9
Hit Points 42 (5d10)
Speed 30 ft.
STRDEXCONINTWISCHA
14 (+2)9 (-1) 15 (+2)7 (-2) 12 (+1)13 (+1)
Skills Performance +4, Religion +1
Senses Passive Perception 11
Languages Common
Attacks Melee +5 / 2d4+2, Ranged +2 / 2d4-1, Grapple +2
DC 0 1st2nd3rd4th5th6th7th8th9th
Spell /Day12000

Possessions: 20000 cp.


Social Check DCs


Don Benson, Male Human [Permalink]

Personal [hide]

Description: He is a physically imposing light-skinned man. He wears just a grey suit. He has a very tight haircut. His eyes are a pleasant violet.

Personality: He dislikes all the random violence that takes place in the west. He is cautious and jumpy. He reacts to every sound and lacks any concept of subtlety.

History: He was raised in a desert tribe. When he was little, his rather wealthy family often ventured across the desert to a summer home near a large cave. He would wander through that large cave 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 desert due to the painful memories there. Don took refuge in the large cave and found the beat up kukri and armor he uses now. Days after completing his studies, news broke out that his hometown was attacked by illithids. Don was horrified and prayed that his father was alright. However, he heard that his father had died fighting off the illithids.

Motivation: Wants a kiss; and someone believes him a fraud

Ideals: Pacifist. Flaws: Fearful. Bonds: Nature, Enemies, Has a crush. Occupation: Barber

Voice: Speaks with back of mouth

Attributes [hide]

Don Benson, Male Human Paladin 5
Medium (5'9") Human, Neutral Good (CR 5)
Armor Class 9
Hit Points 32 (5d10)
Speed 30 ft.
STRDEXCONINTWISCHA
12 (+1)8 (-1) 11 (+0)16 (+3) 10 (+0)12 (+1)
Skills Sleight of Hand +2, Survival +3
Senses Passive Perception 10
Languages Common, Dwarven, Gnoll, Druidic
Attacks Melee +4 / 2d4+1, Ranged +2 / 2d4-1, Grapple +1
DC 0 1st2nd3rd4th5th6th7th8th9th
Spell /Day110

Possessions: 700 gp. 1 Masterwork Uncommon Weapon. 1 Masterwork Common Melee. 1 Masterwork Uncommon Weapon. 1 Masterwork Common Ranged Weapon.


Social Check DCs

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