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NPC Generator

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Advanced [show]


Ernest Mitchell, Male Human [Permalink]

Personal [hide]

Description: He is a paragon of his species. He is larger and stronger than most Humans. His skin is dark but he possesses many tan ritualistic tattoos. He wears baggy white pantaloons and a tan scarf. He sports a long blonde beard, and similarly colored long hair. His eyes are likewise blue.

Personality: He has schizophrenia that causes him to hear things that aren't there and will sometimes respond to them. He is underhanded and not above using his wealth and body to get others to do his bidding.

History: Ernest 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. Ernest abandoned his home at a very young age, living in the fields and plains. He survived everyday through hunting and stealing from passersby. He did whatever it took for him to survive. He now travels the world, in search of power and loot.

Motivation: Human compassion; and meet up once more with his childhood friend

Flaws: Disease, Racist. Bonds: Attractive, Poor, Adventurer. Occupation: Mason

Voice: Sleepy voice

Attributes [hide]

Ernest Mitchell, Male Human Fighter 4
Medium (6'4") Human, Chaotic Good (CR 4)
Armor Class 9
Hit Points 39 (4d10)
Speed 30 ft.
STRDEXCONINTWISCHA
9 (-1)8 (-1) 16 (+3)13 (+1) 14 (+2)15 (+2)
Skills Perception +4, Religion +3
Senses Passive Perception 13
Languages Common, Infernal
Attacks Melee +1 / 1d10-1, Ranged +1 / 1d10-1, Grapple -1

Possessions: 200 gp. Smoky quartz (30 gp). 3 Smokesticks.


Social Check DCs


Bertram Bentley, Male Human [Permalink]

Personal [hide]

Description: He wears green leather gloves, a green jacket, and tight pants. He has a slight overbite and is overall scrawny. He has styled his white hair well, parting it to the right. His violet eyes are desperate and heavily dilated. He has the appearance of someone under the heavy influence of drugs.

Personality: He does not believe in betrayal or weakness as things to be tolerated. 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: Born in the south to a Blacksmith, Bertram learned a great deal about his mother's area of expertise. A few years later when the north was not economically sound they moved to his current location. He has since lost track of the people in his past.

Motivation: Wants to open a new tavern; and further expansion of business

Ideals: Justice. Flaws: Addict. Bonds: Job, Immigrant, Family. Occupation: Blacksmith

Voice: Sighs a lot, exhausted

Attributes [hide]

Bertram Bentley, Male Human Fighter 4
Medium (6'1") Human, True Neutral (CR 4)
Armor Class 11
Hit Points 33 (4d10)
Speed 30 ft.
STRDEXCONINTWISCHA
15 (+2)13 (+1) 13 (+1)13 (+1) 12 (+1)17 (+3)
Skills History +3, Nature +3
Senses Passive Perception 11
Languages Common, Abyssal
Attacks Melee +4 / 1d10+2, Ranged +3 / 1d10+1, Grapple +2

Possessions: 80 pp. Lapis lazuli (7 gp). Rock crystal (20 gp). Jade (50 gp). Fiery yellow corundum (1000 gp). 2 Thunderstones. 2 Holy water.


Social Check DCs


Gunter Spalding, Male Human [Permalink]

Personal [hide]

Description: What flesh remains visible is marred by burns. He does not wear sleeves and tends to eschew shirts when he can avoid it. His silver hair is drawn into a tight pony tail with a card scrunchie. His amber unseeing eyes seem to look past you.

Personality: He dislikes all the random violence that takes place in the east. He has the money to obtain near anything and knows that if you pay a man enough he will sell his own mother. Money is his most trusted friend.

History: The child of a Cartwright, who enjoyed hunting, Gunter was taken on many hunting expeditions. 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. Gunter took refuge in the old dungeon and found the beat up hammer and armor he uses now. He knows his nephew is from a royal line that had remained secret for centuries, but promised not to tell anyone. So far, no-one knows but him.

Motivation: He has money and likes to spend it; and he is greedy

Ideals: Pacifist. Flaws: Ugly, Disease. Bonds: Rich, Nature. Occupation: Courier

Voice: Ums and uhs a lot

Attributes [hide]

Gunter Spalding, Male Human Fighter 3
Medium (5'1") Human, Neutral Good (CR 3)
Armor Class 10
Hit Points 32 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
12 (+1)11 (+0) 14 (+2)11 (+0) 14 (+2)10 (+0)
Skills Deception +2, Stealth +2
Senses Passive Perception 12
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +2 / 1d8+0, Grapple +1

Possessions: 300 gp. 1 Masterwork Common Ranged Weapon.


Social Check DCs


Anselm Copeland, Male Human [Permalink]

Personal [hide]

Description: A stocky darker skinned man, he has a large tan mantle and cape that has been intricately interwoven into his grey robe. He has wavy auburn hair. He wears round tiny glasses practically rammed into his face.

Personality: He is a man who does what he needs to. He will acquiesce to black mail and extortion to avoid trouble. As he has aged he has sought to do reparations for his actions as a youth. He is also making sure that his compatriots who never received punishment for their crimes are brought to justice.

History: He was born to a criminal king-pin and mafia family He inherited a moderately successful company from his father. Under his leadership it has flourished, and using capital from his venture he effectively owns an entire region. He has never given up on his painting dream.

Motivation: He is wracked by social anxiety; and he is greedy

Ideals: Justice, Artistic. Flaws: Fearful. Bonds: Criminal record, Rich. Occupation: Banker

Voice: Gruff and masculine

Attributes [hide]

Anselm Copeland, Male Human Fighter 4
Medium (6'2") Human, True Neutral (CR 4)
Armor Class 12
Hit Points 32 (4d10)
Speed 30 ft.
STRDEXCONINTWISCHA
14 (+2)14 (+2) 12 (+1)17 (+3) 14 (+2)9 (-1)
Skills Nature +5, Persuasion +1
Senses Passive Perception 12
Languages Common, Dwarven, Draconic, Ignan
Attacks Melee +4 / 1d10+2, Ranged +4 / 1d10+2, Grapple +2

Possessions: Obsidian (13 gp). Aquamarine (800 gp). Sardonyx (50 gp).


Social Check DCs


Gilbert Eastoft, Male Human [Permalink]

Personal [hide]

Description: He is a physically imposing light-skinned man. He wears very tight pants and wife beaters, though occasionally he sports a blue coat. His chestnut hair is thinning but still full. His amber eyes are passionate and lively.

Personality: His voice, at times compared to that of a Nymph, lambasts those who consider themselves "civilized" with snide, belittling remarks; the subtle growl he speaks with growing louder in doing so, one can find it most pronounced, despite the otherwise natural purity of his tone. He is skeptical of what others tell him and is slow to trust.

History: His father raised him in a mountain cabin. His mother was a mechanic, and taught him how to fix just about anything. He bought a ceremonial dagger and has really upped his game hunting, due to his understanding of decoy and ambush.

Motivation: To reunite with his old friends; and he's looking for his big break

Ideals: Persistence. Flaws: Cynical, Shy. Bonds: Nature, Adventurer. Occupation: Armorer

Voice: Dutch accent

Attributes [hide]

Gilbert Eastoft, Male Human Fighter 4
Medium (5'10") Human, Chaotic Evil (CR 4)
Armor Class 10
Hit Points 32 (4d10)
Speed 30 ft.
STRDEXCONINTWISCHA
15 (+2)11 (+0) 13 (+1)17 (+3) 14 (+2)14 (+2)
Skills History +5, Intimidation +4
Senses Passive Perception 12
Languages Common, Draconic, Celestial, Gnoll
Attacks Melee +4 / 1d10+2, Ranged +2 / 1d10+0, Grapple +2

Possessions: 100 gp.


Social Check DCs

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