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NPC Generator

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Advanced [show]


Trym Winthrop, Male Human [Permalink]

Personal [hide]

Description: He wears a white cloak and cross-gartered tan stockings. His brown hair is greying along the sides and has receded to reveal a widow's peak. His brown eyes dart around the room hyper actively observing anyone and anything.

Personality: He is fixated on the number 64. He counts his steps and bites of food to keep in track with it. He seems to be used to being ignored and not questioned about it. He constantly seizes attention wherever he goes and has come to expect this respect from everyone. He likes to think of himself as merciful, but nonetheless is very strict.

History: He was born at the edge of vast plains. 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. Trym took refuge in the large cave and found the beat up pickaxe and armor he uses now. He's also a talented Slave Trader, but doesn't like to broadcast it.

Motivation: He feels that his past leaves him morally obligated to help; and he is not mentally stable, and does not behave rationally

Ideals: Impeccable. Flaws: Insane. Bonds: Nature, Job, Criminal record. Occupation: Mayor

Voice: Tuts and clicks tongue

Attributes [hide]

Trym Winthrop, Male Human Fighter 3
Medium (5'0") Human, Lawful Evil (CR 3)
Armor Class 11
Hit Points 24 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
13 (+1)12 (+1) 13 (+1)11 (+0) 12 (+1)11 (+0)
Skills Intimidation +2, Religion +2
Senses Passive Perception 11
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +3 / 1d8+1, Grapple +1

Possessions: 200 gp. 1 Masterwork Uncommon Weapon. 1 Masterwork Common Melee.


Social Check DCs


Peter Alston, Male Human [Permalink]

Personal [hide]

Description: 5'7" and muscular, this southern man wears very tight pants and wife beaters, though occasionally he sports a grey coat. With a patchy chestnut beard and wild chestnut hair. His blue eyes dart around the room hyper actively observing anyone and anything.

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 does not mind isolation but does not hate company and attempts to receive them as best as possible.

History: He was born blind and as such lacked many opportunities for work. Peter was born on a far southern forest where he grew up under the tutelage of his mother, an expert Spy. He struck the Spy job and began his own company from there.

Motivation: Wants to work out more often; and he'd like to take his coworkers down a peg

Ideals: Athletic, Extrovert. Flaws: Disease. Bonds: Job, Immigrant. Occupation: Spy

Voice: Pirate accent

Attributes [hide]

Peter Alston, Male Human Fighter 4
Medium (5'7") Human, Lawful Evil (CR 4)
Armor Class 13
Hit Points 17 (4d10)
Speed 30 ft.
STRDEXCONINTWISCHA
14 (+2)16 (+3) 9 (-1)17 (+3) 10 (+0)12 (+1)
Skills Acrobatics +5, Persuasion +3
Senses Passive Perception 10
Languages Common, Halfling, Undercommon, Giant
Attacks Melee +4 / 1d10+2, Ranged +5 / 1d10+3, Grapple +3

Possessions: 23000 sp. 1 Masterwork Common Melee.


Social Check DCs


Bertram Birkenhead, Male Human [Permalink]

Personal [hide]

Description: He is scrawny and has patchy red stubble. He wears brown leather gloves, a brown jacket, and tight pants. He has a hunchback. His red hair is cut jaggedly and amateurishly. He has amber eyes and a brown hat with a pastel feather.

Personality: He has a very dry and sarcastic sense of humor. He is not one for noise or eating so much, which is in direct contrast with his big mouthed big gutted partner. His partner is his best friend in the world. The two are very close despite being more or less each other's opposites. He is vehemently anti-magic. All of it is evil and corrupting in his opinion.

History: He was born the only child of a wealthy merchant. When he was little, his rather wealthy family often ventured across the desert 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 desert due to the painful memories there. Bertram took refuge in the large cave and found the beat up scythe and armor he uses now. He now has a substantial network of resources ranging from contacts to ships to peers.

Motivation: Meet up once more with his childhood friend; and a need for knowledge about a nearby landmark

Ideals: Opinionated, Entrepeneur. Flaws: Ugly. Bonds: Adventurer, Nature. Occupation: Barrister

Voice: Australian accent

Attributes [hide]

Bertram Birkenhead, Male Human Fighter 5
Medium (5'3") Human, Chaotic Evil (CR 5)
Armor Class 12
Hit Points 54 (5d10)
Speed 30 ft.
STRDEXCONINTWISCHA
13 (+1)14 (+2) 16 (+3)10 (+0) 16 (+3)9 (-1)
Skills Acrobatics +5, Athletics +4
Senses Passive Perception 13
Languages Common
Attacks Melee +4 / 2d4+1, Ranged +5 / 2d4+2, Grapple +4

Possessions: 100 gp. Malachite (15 gp). Onyx (20 gp). Deep blue spinel (700 gp). 1 Minor magic item. 1 Minor magic item.


Social Check DCs


Wymar Cotton, Male Human [Permalink]

Personal [hide]

Description: The dark-skinned man stands 5'3" and wears just a pastel suit. He is bald on top and has large silver tufts of hair around his ears. His fierce blue eyes like to dwell on things.

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 passes on several rewards to people in need. He makes a point to leave places better than he found them.

History: He was born on a small isolated farm. Over the years he perfected his riding and shooting skills. He bought a mace and has really upped his game hunting, due to his understanding of decoy and ambush.

Motivation: Regain custody of his son; and marry his sister to traveling adventurers

Ideals: Philantrophist. Flaws: Ugly, Insomniac. Bonds: Family, Nature. Occupation: Blacksmith

Voice: Puts emphasis on the wrong words

Attributes [hide]

Wymar Cotton, Male Human Fighter 3
Medium (5'3") Human, Lawful Neutral (CR 3)
Armor Class 10
Hit Points 28 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
14 (+2)10 (+0) 11 (+0)12 (+1) 10 (+0)11 (+0)
Skills Insight +2, Nature +3
Senses Passive Perception 10
Languages Common, Giant
Attacks Melee +4 / 1d8+2, Ranged +2 / 1d8+0, Grapple +2

Possessions: 500 sp.


Social Check DCs


Guy York, Male Human [Permalink]

Personal [hide]

Description: A man with thick toned arms and a paunchy gut. He prefers to wear fine silks, though has several suits of combat armor for his hunting needs. His hair is short and red. He wears round tiny glasses practically rammed into his face.

Personality: He is quiet and reserved most of the time, but warms up to people very quickly. Around friends he is liable to tell dirty jokes and enjoy himself. His actions favor neither the good nor the evil, as he answers to a power that mortal men fail to acknowledge.

History: He was born to a criminal king-pin and mafia family His father disappeared, and while he tried to raise money to find his father, he was betrayed dozens of times. He has built up a small fortune and can afford his own way.

Motivation: Find a way to reverse the transformation of his sister.

Ideals: Athletic, Joker. Bonds: Rich, Religious, Criminal record, Family. Occupation: Mercenary

Voice: Speaks like tongue is numb

Attributes [hide]

Guy York, Male Human Fighter 3
Medium (6'0") Human, Chaotic Evil (CR 3)
Armor Class 11
Hit Points 23 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
4 (-3)12 (+1) 14 (+2)12 (+1) 15 (+2)13 (+1)
Skills Arcana +3, Persuasion +3
Senses Passive Perception 12
Languages Common, Abyssal
Attacks Melee -1 / 1d8-3, Ranged +3 / 1d8+1, Grapple +1

Possessions: 1500 sp. Gold dragon comb with red garnet eye (900 gp). A miniature golden chest with tiny emeralds lining the top (120 gp). 1 Backpack. 1 Silk rope. 1 Disguise kit.


Social Check DCs

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