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NPC Generator

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Advanced [show]


Jocelyn Denholm, Male Human [Permalink]

Personal [hide]

Description: He wears loose pants and a collared shirt complete with sweater beneath his coat. He is physically well-built. With a patchy white beard and wild white hair. His face possesses mild wrinkles. His smile is extraordinarily sincere though he does not smile often.

Personality: He is a sleazy, sleazy guy. He has no qualms about using his powers of suggestion to get people to do what he wants. Animals are drawn to him, and he is able to talk to them.

History: He comes from a rich northern family. After coming to the age of reason, Jocelyn took it upon himself to study the druidic arts in their entirety; because of this, he was labeled a dark omen and banished from his homeland. He now has a substantial network of resources ranging from contacts to ships to peers.

Motivation: To end his boredom; and to find somewhere to settle down

Ideals: Gifted, Entrepeneur. Flaws: Mundane. Bonds: Attractive, Rich. Occupation: Apothecary

Voice: Excited and jittery

Attributes [hide]

Jocelyn Denholm, Male Human Rogue 5
Medium (5'5") Human, Neutral Good (CR 5)
Armor Class 13
Hit Points 27 (5d6)
Speed 30 ft.
STRDEXCONINTWISCHA
13 (+1)17 (+3) 13 (+1)13 (+1) 16 (+3)13 (+1)
Skills Deception +4, Performance +4
Senses Passive Perception 13
Languages Common, Halfling
Attacks Melee +4 / 2d4+1, Ranged +6 / 2d4+3, Grapple +3

Possessions: 600 gp. Large well-done wool tapestry (500 gp). Fire opal pendant on a fine gold chain (1100 gp). A miniature golden chest with tiny emeralds lining the top (40 gp). Gold and topaz bottle stopper cork (1300 gp).


Social Check DCs


Raymond Alston, Male Human [Permalink]

Personal [hide]

Description: This man is bedraggled and starved. He wears a faded coat and loose pants complete with top hat. His brown hair is heavily combed to the left. His half smiles and brown eyes are beguiling and draw you in.

Personality: He considers himself a man of culture and sophistication. He likes a good challenge to his wits. He uses his nature as a weapon; he likes to lead opponents to think him in distress.

History: Born to a Tanner, his father struggled to pay the bills. He went to a religious school and was inspired by the priests there in charitable deeds. He was always very intelligent and has formed a secret society of freemasons.

Motivation: He feels the way he acts is they only way to get by in the world; and he has a rivalry with the church that dominates his actions

Ideals: Impeccable. Flaws: Secretive. Bonds: Poor, Attractive, Religious. Occupation: Scribe

Voice: Rolls R's

Attributes [hide]

Raymond Alston, Male Human Monk 4
Medium (6'1") Human, Neutral Good (CR 4)
Armor Class 11
Hit Points 24 (4d8)
Speed 30 ft.
STRDEXCONINTWISCHA
19 (+4)12 (+1) 14 (+2)12 (+1) 8 (-1)16 (+3)
Skills Investigation +3, Perception +1
Senses Passive Perception 11
Languages Common, Dwarven
Attacks Melee +6 / 1d10+4, Ranged +3 / 1d10+1, Grapple +4

Possessions: 20 pp.


Social Check DCs


Anthony Marston, Male Human [Permalink]

Personal [hide]

Description: This eastern man is abnormally tall. He wears a fine chain shirt which he covers with brown colored cloaks and clothing. His whole body is exceptionally muscular. His hair is cut close to his head. His otherwise smooth face is marked with small tiny scars.

Personality: He believes there is no problem he cannot solve with sufficient elbow grease and persistence, if it is the best or most economic solution matters not. He lacks moral complications. He does what he is told to by employers but not much else. He spends his money on whatever he fancies at the time.

History: Trained by his mother for as long as he can remember he had it drilled in his head that it was his duty to serve his country. Because his mother participated in the massacre of their homeland, dire rats burned their ranch to the ground and forced them out. He was preparing to flee to the east, but the outbreak of war prevented him and his father from journeying east to reunite his family. He's also a talented Adventurer, but doesn't like to broadcast it.

Motivation: Several ex partners dislike his way of doing things and want revenge; and he is unsatisfied with his job

Ideals: Persistence. Bonds: Immigrant, Job, Military, Enemies. Occupation: Interpreter

Voice: Puts emphasis on the wrong words

Attributes [hide]

Anthony Marston, Male Human Wizard 4
Medium (5'11") Human, Chaotic Good (CR 4)
Armor Class 12
Hit Points 7 (4d4)
Speed 30 ft.
STRDEXCONINTWISCHA
15 (+2)14 (+2) 11 (+0)14 (+2) 10 (+0)8 (-1)
Skills Arcana +4, Deception +1
Senses Passive Perception 10
Languages Common, Elven, Gnome
Attacks Melee +4 / 1d10+2, Ranged +4 / 1d10+2, Grapple +2
DC 0 1st2nd3rd4th5th6th7th8th9th
Spell /Day1243200

Possessions: 100 gp.


Social Check DCs


Arnold Pickering, Male Human [Permalink]

Personal [hide]

Description: A man with thick toned arms and a paunchy gut. He wears a black deerstalker hat and black clothes. He wears a deerstalker hat to cover his moderate length golden hair. His fierce green eyes like to dwell on things.

Personality: He goes out his way to put a smile on everyone's face. There's no-one he won't accept into his heart. He is a logical person and will generally grow upset if things defy logic and science.

History: He was raised in a desert tribe. When he was little, his rather wealthy family often ventured across the desert to a summer home near a ruined castle. He would wander through that ruined castle 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. Arnold took refuge in the ruined castle and found the beat up shield and armor he uses now. He became a plane-shifter, and is stopping over on this plane for a brief visit.

Motivation: His religion dominates his actions; and meet up once more with his childhood friend

Ideals: Athletic, Optimist, Logical. Bonds: Nature, Adventurer, Religious. Occupation: Assassin

Voice: High pitched and raspy

Attributes [hide]

Arnold Pickering, Male Human Warlock 3
Medium (6'1") Human, Lawful Good (CR 3)
Armor Class 8
Hit Points 19 (3d8)
Speed 30 ft.
STRDEXCONINTWISCHA
12 (+1)7 (-2) 13 (+1)13 (+1) 12 (+1)16 (+3)
Skills Insight +3, Religion +3
Senses Passive Perception 11
Languages Common, Druidic
Attacks Melee +3 / 1d8+1, Ranged +0 / 1d8-2, Grapple +1
DC 0 1st2nd3rd4th5th6th7th8th9th
Spell /Day112220

Possessions: 1300 sp. Red-brown spinel (140 gp). Freshwater pearl (11 gp). Lapis lazuli (11 gp).


Social Check DCs


Theodoric Yeardley, Male Human [Permalink]

Personal [hide]

Description: A man with a warm, jovial air about him, he wears a black coat over a tan low-cut shirt, and a small hat upon his head. His golden hair is long and unkept. His gray eyes dart from person to person.

Personality: He fancies himself a trickster and likes to rely on his wits to carry the day. He cares for his older siblings and likes to be recognized by them. He is an amazing painter.

History: He was born a particularly ugly child, much to the horror of his parents. He was an athlete and attended two major summer competitions. He never won. When his spouse passed he lost his only source of income but claims to his sons to still be retired.

Motivation: To fight the greatest warriors and to fight in the greatest battles ever; and marry his brother to traveling adventurers

Ideals: Gifted, Athletic, Fighting. Flaws: Ugly. Bonds: Family. Occupation: Crown-heir

Voice: Low and grunting

Attributes [hide]

Theodoric Yeardley, Male Human Barbarian 3
Medium (5'11") Human, Neutral Good (CR 3)
Armor Class 11
Hit Points 27 (3d12)
Speed 30 ft.
STRDEXCONINTWISCHA
11 (+0)13 (+1) 12 (+1)8 (-1) 11 (+0)14 (+2)
Skills Acrobatics +3, Stealth +3
Senses Passive Perception 10
Languages Common
Attacks Melee +2 / 1d8+0, Ranged +3 / 1d8+1, Grapple +3

Possessions: 100 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 (90 gp). 1 Masterwork Common Ranged Weapon. 1 Masterwork Uncommon Weapon.


Social Check DCs

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