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NPC Generator

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Advanced [show]


Tim Kelsey, Male Human [Permalink]

Personal [hide]

Description: The man speaks with an almost imperceptible accent. He seems to always be the slightest bit damp as if he got out from a pool a few moments ago. He wears many layers of old clothing at all times. He is bald on top and has large red tufts of hair around his ears. His face is covered beneath a completely black helmet.

Personality: He considers himself the protector of his home. He feels this is his duty and calling. Energy wise he seems alert and responsive.

History: He was born to loving parents in a slum to the south. He took every job he could get his hands on, but the opportunities for Humans in the south were limited. He moves from town to town, unable to find a place to settle.

Motivation: To clean up the streets; and to protect his home

Ideals: Professionalism. Flaws: Ugly. Bonds: Poor, Immigrant, Guardian. Occupation: Mortician

Voice: Spits words with contempt

Attributes [hide]

Tim Kelsey, Male Human Monk 6
Medium (5'9") Human, Chaotic Good (CR 6)
Armor Class 9
Hit Points 51 (6d8)
Speed 30 ft.
STRDEXCONINTWISCHA
16 (+3)9 (-1) 18 (+4)3 (-4) 16 (+3)12 (+1)
Skills Arcana -1, Deception +4
Senses Passive Perception 13
Languages Common
Attacks Melee +6 / 2d6+3, Ranged +2 / 2d6-1, Grapple +3

Possessions: 400 gp. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.


Social Check DCs


Kyle Nash, Male Human [Permalink]

Personal [hide]

Description: He is scrawny and has patchy silver stubble. He wears a fine chain shirt which he covers with white colored cloaks and clothing. He has a hunchback. He has styled his silver hair well, parting it to the left. His brown eyes have a joyful gleam in them most of the time.

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 is fiercely devoted to his mother, and views his mother's ex-spouse as an evil person for separating him from his legal half-sister.

History: Kyle was born into a poor family. Growing up, he dreamt of becoming a Fighter, 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 Fighter in service of a powerful lord somewhere. Being born in the south, he completed his medical training abroad so as to avoid the war. He returned after the war having achieved medical proficiency. He was a general practitioner in the south for years, until he, through no fault of his own, lost a patient who had a very powerful family. Rather than risk reprisal he made his way north. He has dedicated himself to building a better trade route.

Motivation: He wants to meet his childhood hero; and he's looking for his big break

Ideals: Persistence. Flaws: Ugly. Bonds: Family, Poor, Adventurer. Occupation: Cook

Voice: Laughs frequently while speaking

Attributes [hide]

Kyle Nash, Male Human Fighter 5
Medium (6'2") Human, Neutral Good (CR 5)
Armor Class 13
Hit Points 37 (5d10)
Speed 30 ft.
STRDEXCONINTWISCHA
16 (+3)16 (+3) 12 (+1)15 (+2) 14 (+2)13 (+1)
Skills Investigation +5, Stealth +6
Senses Passive Perception 12
Languages Common, Infernal, Aquan
Attacks Melee +6 / 2d4+3, Ranged +6 / 2d4+3, Grapple +3

Possessions: 2000 sp.


Social Check DCs


Gilbert Chester, Male Human [Permalink]

Personal [hide]

Description: He appears as an extremely gaunt Human, and stands approximately 5'3". He wears tight fitting pants and leather jackets. He usually doesn't wear a shirt, and his gloved hand is found clutching a pickaxe. He wears his black hair up. His green eyes peer out from beneath his feathered grey hat.

Personality: He has two modes he varies between. On the job he is cold, steely and emotionless. Off the job he is a party animal. He is however greedy and will demand payment and proof of collateral's value and will produce a merchant's scale to make sure he is not cheated out of a speck.

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. He was an apprentice working in his mother's forge. He then took over the family business and is one of the better Hunter for hire.

Motivation: He feels threatened by others; and to be a mortician again

Ideals: Entrepeneur. Flaws: Fearful. Bonds: Job, Military. Occupation: Hunter

Voice: Thin and wheezing

Attributes [hide]

Gilbert Chester, Male Human Druid 5
Medium (5'3") Human, Chaotic Good (CR 5)
Armor Class 11
Hit Points 40 (5d8)
Speed 30 ft.
STRDEXCONINTWISCHA
13 (+1)13 (+1) 12 (+1)15 (+2) 14 (+2)8 (-1)
Skills History +5, Nature +5
Senses Passive Perception 12
Languages Common, Sylvan, Terran
Attacks Melee +4 / 2d4+1, Ranged +4 / 2d4+1, Grapple +1
DC 0 1st2nd3rd4th5th6th7th8th9th
Spell /Day1353210

Possessions: 600 gp.


Social Check DCs


Ernest Beitz, Male Human [Permalink]

Personal [hide]

Description: The man speaks with an almost imperceptible accent. He seems to always be the slightest bit damp as if he got out from a pool a few moments ago. He wears dull green sweaters, loose blue pants, and alligator leather shoes. Beneath his sweater he keeps a concealed bow, just in case. He wears his black hair up in a very large beehive style do. His eyes, though not visible through his cowl, are amber.

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. 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: Sold as a small child to a necromancer, Ernest was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. He couldn't stand his childhood mentor and eventually formed a pact with his mentor's previously failed apprentice to rebel. When their plan failed the mentor lashed out against both of them and fled. He has became unsatisfied with his lot in life, and decided to take up adventuring.

Motivation: He has passion for adventuring and risk; and to share knowledge with the world

Ideals: Logical. Bonds: Immigrant, Attractive, Adventurer, Mentor. Occupation: Courier

Voice: Forgets to breathe while speaking

Attributes [hide]

Ernest Beitz, Male Human Sorcerer 5
Medium (5'2") Human, Chaotic Good (CR 5)
Armor Class 11
Hit Points 11 (5d4)
Speed 30 ft.
STRDEXCONINTWISCHA
11 (+0)12 (+1) 9 (-1)16 (+3) 13 (+1)15 (+2)
Skills Deception +5, Survival +4
Senses Passive Perception 11
Languages Common, Goblin, Undercommon, Halfling
Attacks Melee +3 / 2d4+0, Ranged +4 / 2d4+1, Grapple +1
DC 0 1st2nd3rd4th5th6th7th8th9th
Spell /Day146640000

Possessions: 500 gp. Malachite (7 gp). Pink pearl (90 gp). Peridot (30 gp). Rose (30 gp). 1 Minor magic item. 1 Minor magic item.


Social Check DCs


Aldous Stratford, 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 pastel ritualistic tattoos. He tends to wear a large grey jacket. His hair is white and curly. His eyes, though not visible through his cowl, are blue.

Personality: He is irascible and easily irritated. 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: When he was but 6 years old his parents immigrated from the north. Like his father and his brother before him, after school he went straight into learning to become a Tanner. He has taken up leadership of the village's small militia in response to giants demanding more tribute than usual.

Motivation: Someone believes him a fraud; and expand his business

Flaws: Antagonistic. Bonds: Job, Immigrant, Enemies. Occupation: Tanner

Voice: Dark and ominous

Attributes [hide]

Aldous Stratford, Male Human Paladin 8
Medium (5'11") Human, Lawful Good (CR 8)
Armor Class 11
Hit Points 58 (8d10)
Speed 30 ft.
STRDEXCONINTWISCHA
11 (+0)12 (+1) 13 (+1)17 (+3) 15 (+2)17 (+3)
Skills Persuasion +6, Sleight of Hand +4
Senses Passive Perception 12
Languages Common, Sylvan, Infernal, Auran
Attacks Melee +3 / 2d10+0, Ranged +4 / 2d10+1, Grapple +1
DC 0 1st2nd3rd4th5th6th7th8th9th
Spell /Day1301000

Possessions: 1000 gp. Sardonyx (20 gp). Azurite (9 gp). 1 Minor magic item.


Social Check DCs

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