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NPC Generator

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Advanced [show]


Drogo Walcott, Male Human [Permalink]

Personal [hide]

Description: This western man's face is deformed and paralyzed on one side. As such, he slurs his words together. He wears a tight fitting blue shirt and pants. His hair is cut close to his head. His otherwise smooth face is marked with small tiny scars.

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 uses his nature as a weapon; he likes to lead opponents to think him in distress.

History: Born the oldest of a large religious western family, he was no stranger to responsibility. He inherited a moderately successful company from his mother. Under his leadership it has flourished, and using capital from his venture he effectively owns an entire region. He was always very intelligent and has formed a secret society of freemasons.

Motivation: Sabotage a competitor; and he is compelled to act according to his religious beliefs

Flaws: Ugly, Secretive. Bonds: Job, Religious, Rich. Occupation: Herbalist

Voice: Excited and jittery

Attributes [hide]

Drogo Walcott, Male Human Monk 4
Medium (6'0") Human, Chaotic Good (CR 4)
Armor Class 14
Hit Points 35 (4d8)
Speed 30 ft.
STRDEXCONINTWISCHA
11 (+0)18 (+4) 17 (+3)15 (+2) 10 (+0)12 (+1)
Skills History +4, Perception +2
Senses Passive Perception 12
Languages Common, Druidic, Terran
Attacks Melee +2 / 1d10+0, Ranged +6 / 1d10+4, Grapple +4

Possessions: 600 gp. 1 Minor magic item.


Social Check DCs


Miles Gracey, Male Human [Permalink]

Personal [hide]

Description: He wears a well pressed and immaculate suit (or dress). He has a moderate pudge and is not very fit. His blonde hair is cut jaggedly and amateurishly. His gray eyes dart from person to person.

Personality: He believes mankind has become decadent and spoiled by the march of civilization and an end should come to life as we know it. He refers to his adoptive father for almost all things he is unsure about, which are numerous. He is very much still a child and has not developed a drive for self-dependency.

History: He was born in the east. Like his father and his sister before him, after school he went straight into learning to become a Carpenter. He struck the Carpenter job and began his own company from there.

Motivation: He has a rivalry with the Church that dominates his actions; and doesn't want to be a carpenter and was forced into it by his family

Bonds: Nature, Family, Immigrant, Job, Religious. Occupation: Carpenter

Voice: Sounds elderly

Attributes [hide]

Miles Gracey, Male Human Warrior 3
Medium (5'3") Human, Lawful Good (CR 3)
Armor Class 13
Hit Points 20 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
15 (+2)16 (+3) 11 (+0)10 (+0) 17 (+3)15 (+2)
Skills Athletics +4, Survival +5
Senses Passive Perception 13
Languages Common
Attacks Melee +4 / 1d8+2, Ranged +5 / 1d8+3, Grapple +5

Possessions: 1300 sp.


Social Check DCs


Gerard Stansfield, Male Human [Permalink]

Personal [hide]

Description: He is lean but muscular and is renowned for his bright tan suits and hats. His hair is cut close to his head. This gray eyed southerner is not easily forgotten.

Personality: He snorts whenever he laughs or is feeling confident. He claims to be unscrupulous but at the end of the day he will do what he thinks is right.

History: He was born to loving parents in a slum to the south. When he was little, his rather wealthy family often ventured across the plains to a summer home near a large cave. He would wander through that large cave 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 plains due to the painful memories there. Gerard took refuge in the large cave and found the beat up sword and armor he uses now. He bought a sword and has really upped his game hunting, due to his understanding of decoy and ambush.

Motivation: Find a way to reverse the transformation of his sister; and marry his sister to traveling adventurers

Ideals: Justice. Bonds: Poor, Nature, Family. Occupation: Seamstress

Voice: Pirate accent

Attributes [hide]

Gerard Stansfield, Male Human Druid 4
Medium (5'6") Human, Lawful Good (CR 4)
Armor Class 11
Hit Points 23 (4d8)
Speed 30 ft.
STRDEXCONINTWISCHA
9 (-1)12 (+1) 13 (+1)6 (-2) 14 (+2)14 (+2)
Skills Perception +4, Sleight of Hand +3
Senses Passive Perception 13
Languages Common
Attacks Melee +1 / 1d10-1, Ranged +3 / 1d10+1, Grapple +1
DC 0 1st2nd3rd4th5th6th7th8th9th
Spell /Day1253200

Possessions: 4000 sp. 1 Minor magic item.


Social Check DCs


Manfred Richie, Male Human [Permalink]

Personal [hide]

Description: Standing 6'4", this man dresses well, wearing black shirts, loose pants, and blazers most of the time. He keeps his long auburn hair kept up in a rat tail. His brown eyes have a joyful gleam in them most of the time.

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 works hard and plays hard.

History: Heir to a fortune, his parents put a great deal of effort into curing his disease. Like his father and his brother before him, after school he went straight into learning to become a Butcher. He became a Butcher soon after.

Motivation: Sabotage a competitor; and wants to open a new tavern

Flaws: Hedonist, Disease. Bonds: Attractive, Job, Rich. Occupation: Butcher

Voice: Can't modulate volume

Attributes [hide]

Manfred Richie, Male Human Aristocrat 6
Medium (6'4") Human, Chaotic Good (CR 6)
Armor Class 13
Hit Points 37 (6d8)
Speed 30 ft.
STRDEXCONINTWISCHA
11 (+0)17 (+3) 13 (+1)12 (+1) 10 (+0)6 (-2)
Skills Acrobatics +6, Persuasion +1
Senses Passive Perception 10
Languages Common, Dwarven
Attacks Melee +3 / 2d6+0, Ranged +6 / 2d6+3, Grapple +1

Possessions: 1000 sp. Peridot (50 gp).


Social Check DCs


Henry Clapham, Male Human [Permalink]

Personal [hide]

Description: He wears a grey wide-brimmed hat and grey clothes. His attire stands in sharp contrast to his ceremonial dagger, which is beautifully polished and possesses an ornate carving of a cross on it. He has styled his chestnut hair well, parting it to the right. His eyes are a pleasant amber.

Personality: He is extraordinarily passive and rarely speaks, let alone speaks his mind. His home and work are filled with various knick knacks he has acquired through the years. He cares a great deal for his adopted teenage son.

History: Henry was born the youngest of three triplets. Being born in the west, 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 west 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 east. He became a plane-shifter, and is stopping over on this plane for a brief visit.

Motivation: A need for knowledge about a nearby landmark.

Flaws: Shy. Bonds: Family, Adventurer. Occupation: Servant

Voice: Cold and demanding tone

Attributes [hide]

Henry Clapham, Male Human Expert 3
Medium (5'5") Human, Chaotic Good (CR 3)
Armor Class 13
Hit Points 23 (3d6)
Speed 30 ft.
STRDEXCONINTWISCHA
10 (+0)16 (+3) 18 (+4)17 (+3) 11 (+0)16 (+3)
Skills Medicine +2, Perception +2
Senses Passive Perception 12
Languages Common, Elven, Gnome, Sylvan
Attacks Melee +2 / 1d8+0, Ranged +5 / 1d8+3, Grapple +3

Possessions: 400 gp. Red-brown spinel (60 gp). Carnelian (40 gp). Amber (60 gp).


Social Check DCs

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