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NPC Generator

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Advanced [show]


Trym Myerscough, Male Human [Permalink]

Personal [hide]

Description: Relatively heavier built than your average man, he is not imposing. He wears brown painted combat armor at almost all times. His hair is cut close to his head. His skin is flawless and his gray eyes scan people very quickly.

Personality: He is a Mortician first and foremost. He believes firmly that knowledge should be universal. He is skeptical of what others tell him and is slow to trust.

History: He comes from a rich western family. Since his father passed away years ago, his mother had doted on him, and he came to think her himself as special and better than other people in town. A notion that was reinforced by his attractiveness, a trait in which he easily excels the other men of his town. He struck the Mortician job and began his own company from there.

Motivation: To be a Seamstress again; and he has money and likes to spend it

Flaws: Shy. Bonds: Attractive, Job, Rich. Occupation: Mortician

Voice: Deep voice with rolling R's

Attributes [hide]

Trym Myerscough, Male Human Fighter 3
Medium (5'10") Human, Lawful Neutral (CR 3)
Armor Class 12
Hit Points 21 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
13 (+1)15 (+2) 11 (+0)10 (+0) 12 (+1)14 (+2)
Skills Investigation +2, Medicine +3
Senses Passive Perception 11
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +4 / 1d8+2, Grapple +2

Possessions: 2300 sp.


Social Check DCs


Ernest Denholm, Male Human [Permalink]

Personal [hide]

Description: The light-skinned man stands 5'4" and is generally well dressed albeit a few years behind the times. His golden hair is kept up in a ponytail inside a wide-brimmed hat. His eyes are a pleasant violet.

Personality: The man has a huge range of feeling. He will range from being happy and joking with the occasional self put down to crying stating how he will be a better person from this day on. As long as the job gets done he does not care how it got done.

History: He was raised in a forest tribe. When he was little, his rather wealthy family often ventured across the forest to a summer home near a old dungeon. He would wander through that old dungeon 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 forest due to the painful memories there. Ernest took refuge in the old dungeon and found the beat up crossbow and armor he uses now. He became a plane-shifter, and is stopping over on this plane for a brief visit.

Motivation: He's repulsed by the PC; and he has a crush on the local animal trainer

Ideals: Professionalism. Flaws: Emotional. Bonds: Attractive, Poor, Nature. Occupation: Courier

Voice: Nasally tone

Attributes [hide]

Ernest Denholm, Male Human Fighter 3
Medium (5'4") Human, Lawful Good (CR 3)
Armor Class 8
Hit Points 17 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
16 (+3)7 (-2) 9 (-1)10 (+0) 15 (+2)12 (+1)
Skills Arcana +2, Perception +4
Senses Passive Perception 14
Languages Common
Attacks Melee +5 / 1d8+3, Ranged +0 / 1d8-2, Grapple +3

Possessions: 100 gp.


Social Check DCs


John Wordsworth, Male Human [Permalink]

Personal [hide]

Description: Relatively heavier built than your average man, he is not imposing. He prefers to wear flannel. He has wavy white hair. His eyes, though not visible through his cowl, are hazel.

Personality: He has schizophrenia that causes him to hear things that aren't there and will sometimes respond to them. He always tries to repair and not replace. It was this mentality that drove him into the Blacksmith business.

History: Born to a pair of adventurers, John grew up listening to his father's many stories. He went to a religious school and was inspired by the priests there in charitable deeds. During his travels, John and his party rested in a cavern that was (unknown to them) infused with powerful dark magic. Upon awakening, John discovered the rest of his party dead, transformed into horrible, mindless undead versions of their former selves. John fled the cavern, stopping for breath at a small pool, and only then realizing his own horrible transformation.

Motivation: To get a good night's sleep; and he's looking for his big break

Ideals: Persistence. Flaws: Disease, Insomniac. Bonds: Adventurer, Religious. Occupation: Blacksmith

Voice: Pronounces O like U

Attributes [hide]

John Wordsworth, Male Human Fighter 4
Medium (5'4") Human, Chaotic Neutral (CR 4)
Armor Class 11
Hit Points 32 (4d10)
Speed 30 ft.
STRDEXCONINTWISCHA
15 (+2)13 (+1) 11 (+0)7 (-2) 10 (+0)13 (+1)
Skills Investigation +0, Performance +3
Senses Passive Perception 10
Languages Common
Attacks Melee +4 / 1d10+2, Ranged +3 / 1d10+1, Grapple +2

Possessions: 300 gp.


Social Check DCs


Arnold Kimberley, Male Human [Permalink]

Personal [hide]

Description: Relatively heavier built than your average man, he is not imposing. He very much looks the part of a Architect. His moppish blonde hair is in a traditional bowl cut. His skin is flawless and his violet eyes scan people very quickly.

Personality: He is irritable and easily angered. He is a bit of a bully and is not afraid to use his stature and powers to intimidate and hurt. The war was a terrible time for him, and Arnold does not often speak of it. When he does, he does so with a strained expression and tears in his eyes.

History: He was a bastard born out of an affair, and his mother always resented and mistreated him for it out of spite. His childhood dream was to be a Interpreter, but he was a colossal failure. He was betrayed by a partner and left for dead, teaching him a humbling lesson in trusting others.

Motivation: He'd like to take his coworkers down a peg.

Flaws: Antagonistic, Depressed. Bonds: Job, Attractive, Military. Occupation: Architect

Voice: Speaks through clenched teeth

Attributes [hide]

Arnold Kimberley, Male Human Fighter 3
Medium (6'2") Human, Chaotic Evil (CR 3)
Armor Class 12
Hit Points 25 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
10 (+0)15 (+2) 17 (+3)10 (+0) 10 (+0)15 (+2)
Skills Acrobatics +4, Performance +4
Senses Passive Perception 10
Languages Common
Attacks Melee +2 / 1d8+0, Ranged +4 / 1d8+2, Grapple +4

Possessions: 300 gp. 1 Half-Plate. 1 Breastplate. 1 Half-Plate.


Social Check DCs


Robert Wheatley, Male Human [Permalink]

Personal [hide]

Description: He wears a large hat to cast shadows over his face and wears ponchos to better hide his body. He cuts an attractive figure and his suit of old armor is well cared for even if it is obsolete. He has done his best to style his chestnut hair to look like a famous performer. His eyes are gray and he is always smoking a pipe.

Personality: He does not believe in betrayal or weakness as things to be tolerated. He is skeptical of what others tell him and is slow to trust.

History: Born in the west his family was never financially stable. Since his mother passed away years ago, his father had doted on him, and he came to think her himself as special and better than other people in town. A notion that was reinforced by his attractiveness, a trait in which he easily excels the other men of his town. He remains aloof and afraid to be himself due to all the ideals others have placed upon him.

Motivation: Many orcs want him driven away; and his religion dominates his actions

Ideals: Justice. Flaws: Shy. Bonds: Attractive, Poor. Occupation: Barber

Voice: Old Prospector

Attributes [hide]

Robert Wheatley, Male Human Fighter 3
Medium (5'10") Human, Chaotic Evil (CR 3)
Armor Class 12
Hit Points 24 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
14 (+2)14 (+2) 10 (+0)13 (+1) 14 (+2)11 (+0)
Skills Acrobatics +4, Insight +4
Senses Passive Perception 12
Languages Common, Ignan
Attacks Melee +4 / 1d8+2, Ranged +4 / 1d8+2, Grapple +4

Possessions: 1000 sp.


Social Check DCs

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