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NPC Generator

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Advanced [show]


Trym Hadley, Male Human [Permalink]

Personal [hide]

Description: This malnourished man is perpetually draped in fineries, but all of this concealed by his earthly robes.. His blonde hair is lengthy and is close to two feet long. He has gleaming, smiling gray eyes.

Personality: He acts crazy and hedonistic. He has a habit of throwing himself into exceedingly dangerous situations.

History: A powerful wizard made him what he is. When money was particularly tight he was walking through alleys when he overheard a Glassblower hiring some criminals to sabotage a competitor. He made his way to the other competitor and parlayed his knowledge into a job. He then took over the family business and is one of the better Glassblower for hire.

Motivation: He possesses a valuable artifact that the thieves guild wishes to steal.

Flaws: Hedonist, Impulsive. Bonds: Attractive, Poor, Mentor. Occupation: Glassblower

Voice: Scottish accent

Attributes [hide]

Trym Hadley, Male Human Wizard 3
Medium (5'8") Human, Neutral Good (CR 3)
Armor Class 12
Hit Points 12 (3d4)
Speed 30 ft.
STRDEXCONINTWISCHA
14 (+2)14 (+2) 13 (+1)11 (+0) 9 (-1)16 (+3)
Skills Arcana +2, Religion +2
Senses Passive Perception 9
Languages Common
Attacks Melee +4 / 1d8+2, Ranged +4 / 1d8+2, Grapple +2
DC 0 1st2nd3rd4th5th6th7th8th9th
Spell /Day1042

Possessions: 100 gp. 1 Masterwork Uncommon Weapon. 1 Masterwork Common Melee. 1 Masterwork Common Melee.


Social Check DCs


John Wakefield, Male Human [Permalink]

Personal [hide]

Description: A middle-aged man, he wears a robe, a symbol of his god around his neck, and a shortspear on his belt, and is pretty ugly. His long chestnut hair reaches down to his waist. He has violet eyes and a tan hat with a green feather.

Personality: In the realm of puns, he cannot help himself. He feels obliged to make them. He loves teas. He is very sensitive about his face. To blow off anger he lifts weights and to control his otherwise explosive temper he works out a lot.

History: The child of a Masseuse, who enjoyed hunting, John was taken on many hunting expeditions. His first spouse was a Masseuse, they had one son, but his spouse won total custody. Without his spouse to temper him he grew out of control. He has since lost track of the people in his past.

Motivation: Doesn't want to be a Dyer and was forced into it by his family; and to reunite with his absent father

Ideals: Fighting, Joker. Flaws: Ugly. Bonds: Nature, Family. Occupation: Dyer

Voice: Rhymes sentences (sorry)

Attributes [hide]

John Wakefield, Male Human Commoner 4
Medium (5'1") Human, Lawful Good (CR 4)
Armor Class 10
Hit Points 24 (4d4)
Speed 30 ft.
STRDEXCONINTWISCHA
13 (+1)10 (+0) 16 (+3)10 (+0) 10 (+0)14 (+2)
Skills Medicine +2, Persuasion +4
Senses Passive Perception 10
Languages Common
Attacks Melee +3 / 1d10+1, Ranged +2 / 1d10+0, Grapple +1

Possessions: 100 gp. 1 Minor magic item.


Social Check DCs


Bernard Alton, Male Human [Permalink]

Personal [hide]

Description: He wears a custom-built plate barding that's adorned with black lining and desert motifs. His auburn hair has been sun bleached extensively. He has violet eyes and a black hat with a green feather.

Personality: Aside from being a little slow due to sleep deprivation he is generally quite perceptive. He notices little details and can draw good conclusions from them. He has the money to obtain near anything and knows that if you pay a man enough he will sell his own mother. Money is his most trusted friend.

History: He is the product a well kept family trust fund and as such has never really known need. He graduated from the Naval Academy and went to see the world at the rank of Ensign. He advanced relatively quickly due to his good work ethic, understanding of the chain of command, and natural leadership ability. He bought a sword and has really upped his game hunting, due to his understanding of decoy and ambush.

Motivation: To reunite with his absent mother; and to unite with his brother

Flaws: Insomniac. Bonds: Rich, Military, Nature, Family. Occupation: Interpreter

Voice: Soft and mumbly

Attributes [hide]

Bernard Alton, Male Human Expert 7
Medium (6'0") Human, Chaotic Good (CR 7)
Armor Class 14
Hit Points 41 (7d6)
Speed 30 ft.
STRDEXCONINTWISCHA
15 (+2)18 (+4) 13 (+1)15 (+2) 10 (+0)15 (+2)
Skills Deception +5, Nature +5
Senses Passive Perception 10
Languages Common, Halfling, Undercommon
Attacks Melee +5 / 2d8+2, Ranged +7 / 2d8+4, Grapple +4

Possessions: 600 gp. A delicate silver chain set with a tourmaline (90 gp). Fire opal pendant on a fine gold chain (1200 gp). A miniature golden chest with tiny emeralds lining the top (100 gp). Carved harp of exotic wood with ivory inlay and zircon gems (1000 gp).


Social Check DCs


William Bing, Male Human [Permalink]

Personal [hide]

Description: He is lean but muscular and is renowned for his bright black suits and hats. His blonde hair is matted, messy, and big. His ears are large.

Personality: William wants to be seen as a stoic, levelheaded, noble Warlock, so he tries to act the part. He does a good job, for the most part... He plays an instrument quite well.

History: Born in a small village he learned the ways of the warrior from his father. A gypsy cursed him at a young age, leading to his ugly appearance. He hopes to save up enough money to one day pay a cleric to cure him.

Motivation: He wants to meet his childhood hero; and to reunite with his old friends

Ideals: Disciplined, Artistic, Fighting. Flaws: Ugly, Disease. Bonds: Adventurer. Occupation: Fisher

Voice: Loud with bravado

Attributes [hide]

William Bing, Male Human Warlock 4
Medium (6'6") Human, Lawful Good (CR 4)
Armor Class 9
Hit Points 31 (4d8)
Speed 30 ft.
STRDEXCONINTWISCHA
12 (+1)8 (-1) 12 (+1)13 (+1) 9 (-1)10 (+0)
Skills Medicine +1, Nature +3
Senses Passive Perception 9
Languages Common, Giant
Attacks Melee +3 / 1d10+1, Ranged +1 / 1d10-1, Grapple +1
DC 0 1st2nd3rd4th5th6th7th8th9th
Spell /Day113220

Possessions: 13000 cp.


Social Check DCs


Everard Ramsey, Male Human [Permalink]

Personal [hide]

Description: He is a paragon of his species. He is larger and stronger than most Humans. His skin is dark but he possesses many tan ritualistic tattoos. He is wearing a long, pastel, dusty cloak. His hair is short and chestnut. His thin eyebrows rest above his beady hazel eyes.

Personality: He has a good heart but also a terrible temper. He will forgive often but not before yelling and berating someone for whatever they have done wrong. His respect, as difficult as one would find it to earn, is unwavering; those who more than prove themselves to him, a bar set well above any reasonable standard, he tolerates in varying degrees. Though less modest and more hasty in his reactions to snap at those who irritate him, Everard is combative with any and all who dare try his patience in the slightest.

History: Trained by his father for as long as he can remember he had it drilled in his head that it was his duty to serve his country. When Everard reached his early adolescence his Human father passed away. Feeling disconnected from the small nearby village afterwards, he decided to travel. His rounds led him into the Army with a few individuals who would become his life-long companions. Due to his spouse's obsession with being a Dyer they were divorced and he won custody of their son. He worked as a Carter, and he later adopted a second son.

Motivation: He has a rivalry with the Church that dominates his actions; and regain custody of his son

Ideals: Justice. Flaws: Ugly, Antagonistic. Bonds: Military, Family, Religious. Occupation: Carter

Voice: Spits and sputters

Attributes [hide]

Everard Ramsey, Male Human Druid 9
Medium (6'4") Human, Chaotic Good (CR 9)
Armor Class 9
Hit Points 32 (9d8)
Speed 30 ft.
STRDEXCONINTWISCHA
18 (+4)8 (-1) 8 (-1)12 (+1) 16 (+3)12 (+1)
Skills Acrobatics +2, Religion +4
Senses Passive Perception 13
Languages Common, Dwarven
Attacks Melee +7 / 3d4+4, Ranged +2 / 3d4-1, Grapple +4
DC 0 1st2nd3rd4th5th6th7th8th9th
Spell /Day146443210

Possessions: 50000 cp. Carved harp of exotic wood with ivory inlay and zircon gems (500 gp). Golden circlet with four aquamarines (3000 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 (80 gp). Gold and topaz bottle stopper cork (600 gp).


Social Check DCs

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