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NPC Generator

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Advanced [show]


Merihim Instinct, Male Tiefling [Permalink]

Personal [hide]

Description: He wears a faded coat and loose pants complete with small hat. His attire stands in sharp contrast to his sai, which is beautifully polished and possesses an ornate carving of a dagger on it. His white hair is lengthy. He is very pretty but has cold, dead eyes.

Personality: He is shy and timid. He has not had much interaction with people and is skittish around them. He always tries to repair and not replace. It was this mentality that drove him into the Layabout business.

History: Merihim was born into a poor family. Growing up, he dreamt of becoming a Warrior, to bring honor to his family’s name. When he came of age, he applied for a position with his town's local guard, looking to work his way up via merit and eventually become a Warrior in service of a powerful lord somewhere. When money was particularly tight he was walking through alleys when he overheard a Layabout hiring some criminals to sabotage a competitor. He made his way to the other competitor and parlayed his knowledge into a job. Lacking all sense, he decided to go on an adventure. He picked a direction and started trekking.

Motivation: A need for knowledge about a nearby landmark; and he wants to meet his childhood hero

Ideals: Persistence. Flaws: Shy. Bonds: Attractive, Poor, Adventurer. Occupation: Layabout

Voice: Speaks through clenched teeth

Attributes [hide]

Merihim Instinct, Male Tiefling Warrior 1
Medium (6'6") Tiefling, Chaotic Good (CR 1)
Armor Class 9
Hit Points 10 (1d10)
Speed 30 ft.
STRDEXCONINTWISCHA
10 (+0)9 (-1) 10 (+0)10 (+0) 14 (+2)18 (+4)
Skills History +2, Religion +2
Senses Passive Perception 12
Languages Common
Attacks Melee +2 / 1d4+0, Ranged +1 / 1d4-1, Grapple +0

Possessions: 70 gp. 1 Masterwork Musical instrument.


Social Check DCs


Flask Running, Male Tabaxi [Permalink]

Personal [hide]

Description: He is bundled in multiple layers and is prepared for a desert trek wearing a turban that covers his face most of the time, and he perpetually has his kukri ready. His fur, while still mostly orange, has prominent grey streaks. His eyes are likewise yellow.

Personality: Flask hangs on like a leech to those who appreciate him. It was this clingy personality that held back his music career. He has all his life been fascinated with music.

History: He was born at the edge of vast plains. He was a friend to animals and a trickster. In his defense of animals however he would do severe harm to people. He has since lost track of the people in his past.

Motivation: He wants to meet his childhood hero; and a need for knowledge about a nearby landmark

Ideals: Fighting, Artistic. Bonds: Nature, Family, Adventurer. Occupation: Bellfounder

Voice: Slow speaker

Attributes [hide]

Flask Running, Male Tabaxi Rogue 5
Medium (5'10") Tabaxi, Chaotic Good (CR 5)
Armor Class 13
Hit Points 33 (5d6)
Speed 30 ft.
STRDEXCONINTWISCHA
16 (+3)16 (+3) 16 (+3)12 (+1) 9 (-1)19 (+4)
Skills Arcana +4, Investigation +4
Senses Passive Perception 9
Languages Common, Sylvan
Attacks Melee +6 / 2d4+3, Ranged +6 / 2d4+3, Grapple +3

Possessions: 400 gp.


Social Check DCs


Azaki Solvenstein, Male Half-Elf [Permalink]

Personal [hide]

Description: A man of a pale complexion, he likes to wear ponchos typically of a light black in addition to tight pants. His auburn hair is cut jaggedly and amateurishly. Judging by the bloodshot nature of his eyes and the massive bags underneath them one would imagine he has not slept for days.

Personality: He speaks before he thinks and is too direct. More though he will beg to come along on any journeys. He will attempt to stowaway on any ship he can in the hopes that it will get him further away.

History: His history is one of pain. He was disowned by both parents and raised among the slaves his parents kept. He inherited a moderately successful company from his father. Under his leadership it has flourished, and using capital from his venture he effectively owns an entire region. He struck the Tailor job and began his own company from there.

Motivation: A deep hatred of illithids; and to prove his worth to the world

Flaws: Insomniac, Impulsive. Bonds: Slave, Rich, Job, Enemies. Occupation: Tailor

Voice: Pirate accent

Attributes [hide]

Azaki Solvenstein, Male Half-Elf Bard 5
Medium (5'11") Half-Elf, Chaotic Neutral (CR 5)
Armor Class 11
Hit Points 19 (5d6)
Speed 30 ft.
STRDEXCONINTWISCHA
15 (+2)13 (+1) 11 (+0)11 (+0) 11 (+0)11 (+0)
Skills Athletics +5, Sleight of Hand +4
Senses Passive Perception 10
Languages Common, Elven
Attacks Melee +5 / 2d4+2, Ranged +4 / 2d4+1, Grapple +4
DC 0 1st2nd3rd4th5th6th7th8th9th
Spell /Day1133

Possessions: 600 gp.


Social Check DCs


Thamior Xistsrith, Male Elf [Permalink]

Personal [hide]

Description: He is a small man, but exceptionally fit. He has a large green mantle and cape that has been intricately interwoven into his blue robe. He wears his silver hair down. His green unseeing eyes seem to look past you.

Personality: He trusts no one. He is not readily capable for forgiveness and his ire never leaves him. He does not trust anyone and sleeps with one eye open.

History: Born the oldest of a large religious eastern family, he was no stranger to responsibility. Through the years after Thamior was born, his mother became increasingly distant from his family, instead choosing to pursue power in the east. Thamior's mother didn't care for him much, and the feeling was mutual. He hopes to save up enough money to one day pay a cleric to cure him.

Motivation: He is compelled to act according to his religious beliefs; and his religion dominates his actions

Ideals: Athletic. Flaws: Disease, Antagonistic, Insomniac. Bonds: Religious. Occupation: Bellfounder

Voice: Laughs frequently while speaking

Attributes [hide]

Thamior Xistsrith, Male Elf Wizard 13
Medium (5'1") Elf, Chaotic Good (CR 13)
Armor Class 14
Hit Points 72 (13d4)
Speed 30 ft.
STRDEXCONINTWISCHA
15 (+2)19 (+4) 16 (+3)15 (+2) 12 (+1)10 (+0)
Skills Animal Handling +5, Deception +4
Senses Passive Perception 11
Languages Common, Elven, Infernal, Celestial
Attacks Melee +6 / 4d4+2, Ranged +8 / 4d4+4, Grapple +4
DC 0 1st2nd3rd4th5th6th7th8th9th
Spell /Day14444443

Possessions: 700 pp. Silver-plated steel longsword with jet jewel in hilt (800 gp). Gold and ruby ring (5000 gp). Golden circlet with four aquamarines (5000 gp). A life-sized copper and silver statuette of a cockatrice. (60 gp). A large tome filled with over one hundred recipes written by a former royal chef. (90 gp). Fire opal pendant on a fine gold chain (1800 gp). A pair of blacksmith’s puzzle; each has a pair of interlocked iron designs that users try to take apart and put back together (60 gp). 1 Minor magic item.


Social Check DCs


Gûnd Gyula, Male Half-Orc [Permalink]

Personal [hide]

Description: He wears very tight pants and wife beaters, though occasionally he sports a blue coat. He keeps his brown hair in a pixie cut. His hazel eyes lackadaisically let the world flow into them.

Personality: Quiet and reserved he prefers to listen than to talk. He will nod occasionally and communicate nonverbally. He is often prim and proper but will on occasion tell either really disgusting or offensive jokes, which seem out of character.

History: Sold as a small child to a slaver, Gûnd was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. His necromantic abilities were realized during a raid on his village. He remains aloof and afraid to be himself due to all the ideals others have placed upon him.

Motivation: To be a Fletcher again; and expand his business

Ideals: Joker, Gifted. Flaws: Shy. Bonds: Mentor, Job. Occupation: Barkeep

Voice: Scandinavian accent

Attributes [hide]

Gûnd Gyula, Male Half-Orc Aristocrat 8
Medium (5'6") Half-Orc, Lawful Neutral (CR 8)
Armor Class 12
Hit Points 59 (8d8)
Speed 30 ft.
STRDEXCONINTWISCHA
16 (+3)15 (+2) 14 (+2)14 (+2) 13 (+1)11 (+0)
Skills Athletics +6, Nature +5
Senses Passive Perception 11
Languages Common, Orc, Halfling, Giant
Attacks Melee +6 / 2d10+3, Ranged +5 / 2d10+2, Grapple +5

Possessions: Blue quartz (4 gp). Chrysoprase (60 gp).


Social Check DCs

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