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NPC Generator

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Advanced [show]


Arnold Rayden, Male Human [Permalink]

Personal [hide]

Description: He is typically in his Shepherd uniform. His skin is fair and his fingers are delicate and long. He keeps his chestnut hair in a flapper bob. He wears crescent spectacles with a black brim.

Personality: He will rave to anyone who will listen. A true patriot, Arnold would do anything for his country. He is fiercely protective of his fellow citizens and foreign allies.

History: Arnold was raised in a hard working conservative environment. While he appears to be a normal Human, he's... not quite right. Perhaps he's slightly insane, or otherwise so mentally alien to the rest of the world that he plain doesn't fit in. During his travels, Arnold and his party rested in a cavern that was (unknown to them) infused with powerful dark magic. Upon awakening, Arnold discovered the rest of his party dead, transformed into horrible, mindless undead versions of their former selves. Arnold fled the cavern, stopping for breath at a small pool, and only then realizing his own horrible transformation.

Motivation: He has passion for adventuring and risk; and he wants to meet his childhood hero

Flaws: Insane, Disease. Bonds: Job, Military, Adventurer. Occupation: Shepherd

Voice: Uses sign language

Attributes [hide]

Arnold Rayden, Male Human Monk 5
Medium (5'6") Human, Lawful Good (CR 5)
Armor Class 12
Hit Points 22 (5d8)
Speed 30 ft.
STRDEXCONINTWISCHA
8 (-1)14 (+2) 10 (+0)14 (+2) 12 (+1)10 (+0)
Skills Investigation +5, Religion +5
Senses Passive Perception 11
Languages Common, Draconic, Infernal
Attacks Melee +2 / 2d4-1, Ranged +5 / 2d4+2, Grapple +2

Possessions: 100 gp.


Social Check DCs


Rolf Gentry, Male Human [Permalink]

Personal [hide]

Description: A 5'3" eastern man, he wears a simple brown robe with black stripes complete with hood. His tied-back hair is black. His face is covered beneath a completely black helmet.

Personality: He likes to make people angry or surprised. 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: Rolf was born into a poor family. Growing up, he dreamt of becoming a Commoner, 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 Commoner in service of a powerful lord somewhere. When the war came and ruined his parents he was left adrift. He was a hard man then and has only learned to fight more as time goes on. Lacking all sense, he decided to go on an adventure. He picked a direction and started trekking.

Motivation: He's repulsed by the PC; and he's looking for his big break

Flaws: Antagonistic, PTSD. Bonds: Adventurer, Poor. Occupation: Roofer

Voice: Tuts and clicks tongue

Attributes [hide]

Rolf Gentry, Male Human Commoner 4
Medium (5'3") Human, Lawful Good (CR 4)
Armor Class 9
Hit Points 18 (4d4)
Speed 30 ft.
STRDEXCONINTWISCHA
10 (+0)8 (-1) 14 (+2)13 (+1) 9 (-1)15 (+2)
Skills Medicine +1, Religion +3
Senses Passive Perception 9
Languages Common, Dwarven
Attacks Melee +2 / 1d10+0, Ranged +1 / 1d10-1, Grapple +0

Possessions: 37000 sp.


Social Check DCs


Lance Marston, Male Human [Permalink]

Personal [hide]

Description: He is a paragon of his species. He is larger and stronger than most Humans. His skin is light but he possesses many white ritualistic tattoos. He wears an amalgamation of clothes and depending on the season will wear more layers of the continuing hodge podge. He wears his hair in dreadlocks. He has a tattooed face.

Personality: He is a pretentious jerk insisting that modern society is full of problems and should revert to a simpler time. He is obsessed with his god.

History: Born the oldest of a large religious eastern family, he was no stranger to responsibility. He found a children's book about a Human Aristocrat who fought for good and justice and never realised it was just a child's story. He modeled his life after the story, seeing himself destined a hero. He has taken up leadership of the village's small militia in response to gnolls demanding more tribute than usual.

Motivation: He's repulsed by the PC; and he is wracked by social anxiety

Flaws: Antagonistic, Fearful. Bonds: Religious, Adventurer, Enemies. Occupation: Mayor

Voice: Sleepy voice

Attributes [hide]

Lance Marston, Male Human Aristocrat 3
Medium (6'4") Human, Lawful Good (CR 3)
Armor Class 11
Hit Points 19 (3d8)
Speed 30 ft.
STRDEXCONINTWISCHA
14 (+2)13 (+1) 11 (+0)13 (+1) 12 (+1)13 (+1)
Skills Acrobatics +3, Persuasion +3
Senses Passive Perception 11
Languages Common, Gnoll
Attacks Melee +4 / 1d8+2, Ranged +3 / 1d8+1, Grapple +3

Possessions: 100 pp. 1 Half-Plate. 1 Half-Plate.


Social Check DCs


Dean Bentham, Male Human [Permalink]

Personal [hide]

Description: He is of a modest build and height, but he carries himself more imposing than he is. He prefers to wear the grand gowns of high society. He carries his fan with him everywhere and carries himself as the perfect gentleman. His brown hair is greasy and uncared for. His face is scarred and worn.

Personality: He's a bit of a prankster. He knows he is clumsy and seen as such and will often feign amnesia after injury. He is able to fit into much smaller and tighter spaces than normal.

History: A studious child he never was much for a social life, not because he was unlikable, but because he did not seek it out. Ostracized due to the necromantic powers of his oldest brother, he and his siblings struck out on their own. In the process these unassuming Humans became a terror of the countryside. He knows his nephew is from a royal line that had remained secret for centuries, but promised not to tell anyone. So far, no-one knows but him.

Motivation: He has a rivalry with the Church that dominates his actions.

Ideals: Joker, Gifted. Flaws: Ugly. Bonds: Rich, Religious. Occupation: Tanner

Voice: French accent

Attributes [hide]

Dean Bentham, Male Human Expert 4
Medium (6'6") Human, Lawful Good (CR 4)
Armor Class 10
Hit Points 15 (4d6)
Speed 30 ft.
STRDEXCONINTWISCHA
12 (+1)10 (+0) 11 (+0)11 (+0) 9 (-1)15 (+2)
Skills Deception +4, Intimidation +4
Senses Passive Perception 9
Languages Common
Attacks Melee +3 / 1d10+1, Ranged +2 / 1d10+0, Grapple +1

Possessions: 500 gp. 1 Masterwork Thieves’ tools. 1 Masterwork Thieves’ tools.


Social Check DCs


Everard Addington, Male Human [Permalink]

Personal [hide]

Description: The light-skinned man stands 5'11" and wears a simple green robe with tan stripes complete with hood. His blonde hair is cut short with large spiked bangs in the front. He has green eyes.

Personality: He is erratic and paranoid. He believes dire rats are coming to abduct people. He is obsessed with his god.

History: He was born into a rich family. His mother was supposedly a charlatan fortune teller, but he insists his mother was legitimate. He has became unsatisfied with his lot in life, and decided to take up adventuring.

Motivation: To clean up the streets; and he is greedy

Bonds: Enemies, Religious, Rich, Adventurer, Guardian. Occupation: Animal Trainer

Voice: Raspy

Attributes [hide]

Everard Addington, Male Human Ranger 4
Medium (5'11") Human, Chaotic Good (CR 4)
Armor Class 12
Hit Points 29 (4d8)
Speed 30 ft.
STRDEXCONINTWISCHA
8 (-1)15 (+2) 13 (+1)11 (+0) 9 (-1)16 (+3)
Skills Athletics +1, Persuasion +5
Senses Passive Perception 9
Languages Common
Attacks Melee +1 / 1d10-1, Ranged +4 / 1d10+2, Grapple +5
DC 0 1st2nd3rd4th5th6th7th8th9th
Spell /Day9

Possessions: 100 gp. 1 Minor magic item.


Social Check DCs

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