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NPC Generator

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Advanced [show]


Curran Warmwater, Male Halfling [Permalink]

Personal [hide]

Description: A man with a cold, calculating air about him, he is generally shirtless and showing off his tattooed chest. His black hair is still thick. His eyes are amber.

Personality: He has schizophrenia that causes him to hear things that aren't there and will sometimes respond to them. He does not trust anyone and sleeps with one eye open.

History: He was born blind and as such lacked many opportunities for work. His father took him hunting and taught him how to get in the mind of other creatures. He has became unsatisfied with his lot in life, and decided to take up adventuring.

Motivation: Obtaining odd cultural Halfling artifacts is his passion.

Flaws: Disease, Insomniac. Bonds: Nature, Adventurer. Occupation: Junk Dealer

Voice: Speaks like tongue is numb

Attributes [hide]

Curran Warmwater, Male Halfling Druid 11
Small (2'10") Halfling, Chaotic Neutral (CR 11)
Armor Class 14
Hit Points 50 (11d8)
Speed 20 ft.
STRDEXCONINTWISCHA
10 (+0)16 (+3) 11 (+0)13 (+1) 12 (+1)13 (+1)
Skills Investigation +5, Persuasion +5
Senses Passive Perception 11
Languages Common, Halfling, Gnoll
Attacks Melee +4 / 3d8+0, Ranged +7 / 3d8+3, Grapple +3
DC 0 1st2nd3rd4th5th6th7th8th9th
Spell /Day13654

Possessions: 2300 gp. 1 Minor magic item. 1 Minor magic item.


Social Check DCs


Theobald Milton, Male Human [Permalink]

Personal [hide]

Description: He has a missing left arm. He is wearing dark clothing and a heavy breastplate, keeping many of his physical features obscured. His golden hair is cut jaggedly and amateurishly. He has a very pronounced jaw and large eyebrows. He wears rectangular glasses with silver brims.

Personality: He is filled with cunning. He likes to feign weakness letting people think he is weak. As long as the job gets done he does not care how it got done.

History: He was raised happily, as a normal child born to his mother and father. His mother taught him the rudiments of the Stableman arts, while his father instructed him in etiquette, music and courtly manner. He became part of the deadliest team of assassins in recent memory. A botched job caused the group to be disbanded. Being a Stableman kept his interest for a while, but then he became depressed and bored. So he turned to a secret life of crime, taking increasingly more risks and challenges.

Motivation: He is a bit of a kleptomaniac.

Ideals: Professionalism. Flaws: Secretive. Bonds: Rich, Criminal record. Occupation: Stableman

Voice: Speaks through clenched teeth

Attributes [hide]

Theobald Milton, Male Human Expert 1
Medium (5'10") Human, Neutral Evil (CR 1)
Armor Class 12
Hit Points 7 (1d6)
Speed 30 ft.
STRDEXCONINTWISCHA
12 (+1)14 (+2) 13 (+1)10 (+0) 10 (+0)15 (+2)
Skills Nature +2, Stealth +4
Senses Passive Perception 10
Languages Common
Attacks Melee +3 / 1d4+1, Ranged +4 / 1d4+2, Grapple +2

Possessions: 140 gp. Lapis lazuli (5 gp).


Social Check DCs


Dayereth Qualanthri, Male Elf [Permalink]

Personal [hide]

Description: He wears long strands of sapphire and short white dresses (or suits) accompanied by the proper stockings and shoes, with gloves of varying lengths. He is bristling with hidden weapons, mostly kukris and warhammers. His chestnut hair is well kept and his bushy mustache is tapered upwards at the ends. His blue eyes dart from person to person to random spaces in the air.

Personality: He will use flattery and sarcasm to attack and weaken his opponents. Despite his formidable combat skills he remains a coward. He can't help but pocket interesting objects he comes across

History: He was born in a small plains village. 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 Jeweler. He bought a kukri and has really upped his game hunting, due to his understanding of decoy and ambush.

Motivation: 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; and to be a shipwright again

Ideals: Fighting. Bonds: Rich, Criminal record, Nature, Job. Occupation: Jeweler

Voice: Pronounces difficult words wrong

Attributes [hide]

Dayereth Qualanthri, Male Elf Monk 2
Medium (4'10") Elf, True Neutral (CR 2)
Armor Class 12
Hit Points 11 (2d8)
Speed 30 ft.
STRDEXCONINTWISCHA
12 (+1)14 (+2) 11 (+0)12 (+1) 17 (+3)13 (+1)
Skills Insight +5, Stealth +4
Senses Passive Perception 13
Languages Common, Elven, Halfling
Attacks Melee +3 / 1d6+1, Ranged +4 / 1d6+2, Grapple +2

Possessions: 3000 cp. Amber (160 gp). White pearl (160 gp). Pink pearl (160 gp).


Social Check DCs


Kite Mist, Male Tabaxi [Permalink]

Personal [hide]

Description: With yellow face paint in a stripe pattern across his face, he wears baggy brown pantaloons and a grey scarf. He wears his cinnamon fur up. His face is full, his cheeks are rosy, and he always seems to sport a perfect smile and a twinkle in his hazel eyes.

Personality: Kite wants to be seen as a stoic, levelheaded, noble Aristocrat, so he tries to act the part. He does a good job, for the most part... He is cautious and jumpy. He reacts to every sound and lacks any concept of subtlety.

History: A powerful slaver made him what he is. He was an adventurer many years ago and he formed a blood bond with his Tabaxi companion (his 'brother'). He has became unsatisfied with his lot in life, and decided to take up adventuring.

Motivation: He's looking for his big break; and he is terrified, and will act out of fear

Ideals: Disciplined. Flaws: Fearful. Bonds: Attractive, Mentor, Adventurer. Occupation: Gardener

Voice: Mumbles to self between sentences

Attributes [hide]

Kite Mist, Male Tabaxi Aristocrat 10
Medium (5'8") Tabaxi, Chaotic Good (CR 10)
Armor Class 12
Hit Points 60 (10d8)
Speed 30 ft.
STRDEXCONINTWISCHA
15 (+2)14 (+2) 11 (+0)14 (+2) 16 (+3)10 (+0)
Skills Animal Handling +7, Nature +6
Senses Passive Perception 13
Languages Common, Sylvan, Gnoll
Attacks Melee +6 / 3d6+2, Ranged +6 / 3d6+2, Grapple +2

Possessions: 1600 gp. Tourmaline (160 gp). Sardonyx (70 gp). Lapis lazuli (8 gp). Jasper (70 gp).


Social Check DCs

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