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NPC Generator

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Advanced [show]


Melech Haunted, Male Tiefling [Permalink]

Personal [hide]

Description: Relatively heavier built than your average man, he is not imposing. He wears a weathered and beat up set of banded mail beneath an oversized red coat. He has moderate length red hair. This silver eyed southerner is not easily forgotten.

Personality: He acts crazy and hedonistic. He also has developed a complete distrust of the Spice Merchant profession.

History: His history is one of pain. He was disowned by both parents and raised among the slaves his parents kept. He was taken from his home at a very young age. He has made many enemies by not giving into corruption and outing many instances of it.

Motivation: He is currently in port desperately looking for someone to get him out.

Ideals: Justice. Flaws: Hedonist. Bonds: Job, Slave. Occupation: Navigator

Voice: Cold and demanding tone

Attributes [hide]

Melech Haunted, Male Tiefling Rogue 6
Medium (6'3") Tiefling, Chaotic Good (CR 6)
Armor Class 11
Hit Points 22 (6d6)
Speed 30 ft.
STRDEXCONINTWISCHA
11 (+0)13 (+1) 9 (-1)9 (-1) 14 (+2)15 (+2)
Skills Persuasion +5, Sleight of Hand +4
Senses Passive Perception 12
Languages
Attacks Melee +3 / 2d6+0, Ranged +4 / 2d6+1, Grapple +1

Possessions: 300 gp.


Social Check DCs


Zûmug Graham, Male Half-Orc [Permalink]

Personal [hide]

Description: He tends to wear a pastel poncho over his likewise colored trousers and shirt. He cuts an attractive figure and his suit of old armor is well cared for even if it is obsolete. His auburn hair is cut jaggedly and amateurishly. His blue eyes have a joyful gleam in them most of the time.

Personality: He likes to fabricate stories about his past exploits and how crazy he is, but in actuality he is rather bland. He is a very good compulsive liar and kleptomaniac.

History: He grew up in a lower middle class home, but living comfortably wasn't enough. Zûmug was a troubled youth. He spent his days as a hard laborer instead of attending school, and spent his evenings with numerous mobsters and gang members. Zûmug decided he wanted neither the life of his father nor that of the evil petty criminals he associated with. During his early adolescence, he took a sudden opportunity while working the docks and commandeered a vessel that was left unmanned. He hopes to save up enough money to one day pay a cleric to cure him.

Motivation: He is a bit of a kleptomaniac.

Flaws: Mundane, Disease. Bonds: Attractive, Criminal record. Occupation: Adventurer

Voice: Whispers

Attributes [hide]

Zûmug Graham, Male Half-Orc Sorcerer 7
Medium (6'7") Half-Orc, True Neutral (CR 7)
Armor Class 11
Hit Points 35 (7d4)
Speed 30 ft.
STRDEXCONINTWISCHA
13 (+1)12 (+1) 14 (+2)8 (-1) 15 (+2)8 (-1)
Skills Stealth +4, Survival +5
Senses Passive Perception 12
Languages Common, Orc
Attacks Melee +4 / 2d8+1, Ranged +4 / 2d8+1, Grapple +1
DC 0 1st2nd3rd4th5th6th7th8th9th
Spell /Day10

Possessions: 100 pp. Red-brown spinel (60 gp). 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.


Social Check DCs


Soveliss Iranapha, Male Elf [Permalink]

Personal [hide]

Description: He wears a simple white robe with grey stripes complete with hood. He is bristling with hidden weapons, mostly hammers and greatswords. He has done his best to style his white hair to look like a famous performer. He has a dull look in his green eyes.

Personality: He has schizophrenia that causes him to hear things that aren't there and will sometimes respond to them. He spends most of his days drinking in the Inn, the rowdiest and most dangerous establishment in town. There he gambles, wrestles and listens to stories told by travelers.

History: He comes from a rich eastern family. Soveliss liked to wander the woods near his home when he was young, something he still likes to do at least once a week. He never liked modest clothing or shoes, so he would wander the woods barefoot and lightly dressed, and he developed a good sense of balance and learned how to climb and swim well. During his travels, Soveliss and his party rested in a cavern that was (unknown to them) infused with powerful dark magic. Upon awakening, Soveliss discovered the rest of his party dead, transformed into horrible, mindless undead versions of their former selves. Soveliss fled the cavern, stopping for breath at a small pool, and only then realizing his own horrible transformation.

Motivation: Money/treasure; and he will attempt to ambush and attack anyone he thinks he can take on alone and try to knock them out with non-lethal damage. if successful, he will try to sell them to his slave-trader contact

Flaws: Disease. Bonds: Criminal record, Adventurer, Rich, Nature. Occupation: Beggar

Voice: Pirate accent

Attributes [hide]

Soveliss Iranapha, Male Elf Cleric 11
Medium (5'2") Elf, True Neutral (CR 11)
Armor Class 11
Hit Points 47 (11d8)
Speed 30 ft.
STRDEXCONINTWISCHA
13 (+1)12 (+1) 9 (-1)18 (+4) 9 (-1)9 (-1)
Skills Perception +3, Religion +8
Senses Passive Perception 18
Languages Common, Elven, Gnome, Celestial, Infernal, Aquan
Attacks Melee +5 / 3d8+1, Ranged +5 / 3d8+1, Grapple +1
DC 0 1st2nd3rd4th5th6th7th8th9th
Spell /Day11

Possessions: 500 gp.


Social Check DCs


Berrian Othronus, Male Elf [Permalink]

Personal [hide]

Description: This man is tall and muscular. He is dressed in earthy colors with a yellow and tan handkerchief worn on his left side. His hair is golden and very short. He wears large thick round spectacles.

Personality: He is inclined to make off color jokes and interpret anything that could be construed as such as innuendo. He is cautious and jumpy. He reacts to every sound and lacks any concept of subtlety.

History: The child of a Sage, who enjoyed hunting, Berrian was taken on many hunting expeditions. 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. Berrian took refuge in the large cave and found the beat up lance and armor he uses now. He eventually got the idea of being the protector of his homeland from reading books, and has made it his duty.

Motivation: He seems to be bored by most things; and to find somewhere to settle down

Ideals: Athletic, Joker. Flaws: Fearful, Mundane. Bonds: Nature, Guardian. Occupation: Ruler

Voice: Strong lisp

Attributes [hide]

Berrian Othronus, Male Elf Expert 3
Medium (4'9") Elf, Chaotic Good (CR 3)
Armor Class 11
Hit Points 15 (3d6)
Speed 30 ft.
STRDEXCONINTWISCHA
13 (+1)13 (+1) 11 (+0)14 (+2) 9 (-1)8 (-1)
Skills Athletics +3, Deception +1
Senses Passive Perception 9
Languages Common, Elven, Auran, Dwarven
Attacks Melee +3 / 1d8+1, Ranged +3 / 1d8+1, Grapple +1

Possessions: 1 Chain shirt. 1 Chain shirt.


Social Check DCs

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