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NPC Generator

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Advanced [show]


Bertram Thackeray, Male Human [Permalink]

Personal [hide]

Description: He is a husky man, who tends to wear a black poncho over his likewise colored trousers and shirt. His red hair is well kept and his bushy mustache is tapered upwards at the ends. His eyes, though not visible through his cowl, are amber.

Personality: He is mildly Human supremacist, though he does not identify as such. He is susceptible to being scared and is in actuality easily frightened. He likes to tell stories.

History: Born in the east to a Actor, Bertram learned a great deal about his mother's area of expertise. He was one of the best in his class, and was picked up by his current employer. He quickly showed his capability and was soon promoted to a head role. He has taken up work as a Actor and fed both sides of the war false information with the goal of increasing casualties.

Motivation: He doesn't get along with people that don't share his tastes; and he is unsatisfied with his job

Ideals: Impeccable. Flaws: Racist, Fearful, PTSD. Bonds: Job. Occupation: Actor

Voice: Slow speaker

Attributes [hide]

Bertram Thackeray, Male Human Fighter 4
Medium (5'1") Human, Neutral Good (CR 4)
Armor Class 10
Hit Points 20 (4d10)
Speed 30 ft.
STRDEXCONINTWISCHA
10 (+0)11 (+0) 13 (+1)11 (+0) 13 (+1)11 (+0)
Skills Acrobatics +2, Survival +3
Senses Passive Perception 11
Languages Common
Attacks Melee +2 / 1d10+0, Ranged +2 / 1d10+0, Grapple +3

Possessions: 15000 sp. 1 Minor magic item.


Social Check DCs


Bertram Brownrigg, Male Human [Permalink]

Personal [hide]

Description: This man is moderately tanned and has just the faintest trace of an accent. He wears a brown armored body suit, with a simple blue line shooting up and back down. His long blonde hair reaches down to his waist. This hazel eyed easterner is not easily forgotten.

Personality: He barks his statements quickly and with little fuss. He prefers small words and is at his heart utilitarian. He is often prim and proper but will on occasion tell either really disgusting or offensive jokes, which seem out of character.

History: He was born blind and as such lacked many opportunities for work. A few years later when the south was not economically sound they moved to his current location. He moves from town to town, unable to find a place to settle.

Motivation: Wants his loneliness to end; and he doesn't get along with people that don't share his tastes

Ideals: Joker. Flaws: Terse, Disease. Bonds: Immigrant. Occupation: Marshal

Voice: Scandinavian accent

Attributes [hide]

Bertram Brownrigg, Male Human Fighter 3
Medium (5'2") Human, Chaotic Evil (CR 3)
Armor Class 11
Hit Points 15 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
13 (+1)12 (+1) 7 (-2)15 (+2) 14 (+2)12 (+1)
Skills Medicine +4, Persuasion +3
Senses Passive Perception 12
Languages Common, Ignan, Orc
Attacks Melee +3 / 1d8+1, Ranged +3 / 1d8+1, Grapple +1

Possessions: 2400 sp. 1 Masterwork Common Ranged Weapon. 1 Masterwork Uncommon Weapon.


Social Check DCs


Tim Birkenhead, Male Human [Permalink]

Personal [hide]

Description: This man tends to wear a large grey jacket. He is muscular with a powerful set of arms. He keeps his brown hair in a pixie cut. His face is full, his cheeks are rosy, and he always seems to sport a perfect smile and a twinkle in his green eyes.

Personality: He seems absolutely devoid of it. He stares off into space and will respond with overly literal and minimalist answers to questions. He is very protective of his business, his home, and his spouse. He is willing to work with less than legal methods but maintains the front of legitimacy.

History: From birth he was tutored by a cruel and relentless mentor. When money was particularly tight he was walking through alleys when he overheard a Brewer hiring some criminals to sabotage a competitor. He made his way to the other competitor and parlayed his knowledge into a job. He would ruin relationships and cause injury. He was reprimanded several times before being given his current form and forced to learn humility.

Motivation: He wants revenge against gnolls; and he will attempt to ambush and attack anyone he thinks he can take on alone and try to knock them out with non-lethal damage. if successful, he will try to sell them to his slave-trader contact

Flaws: Mundane. Bonds: Attractive, Criminal record, Mentor, Poor, Enemies. Occupation: Brewer

Voice: Speaks with squeezed throat

Attributes [hide]

Tim Birkenhead, Male Human Fighter 3
Medium (5'8") Human, Neutral Evil (CR 3)
Armor Class 11
Hit Points 17 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
17 (+3)12 (+1) 8 (-1)10 (+0) 16 (+3)11 (+0)
Skills Deception +2
Senses Passive Perception 13
Languages Common
Attacks Melee +5 / 1d8+3, Ranged +3 / 1d8+1, Grapple +3

Possessions: 300 gp.


Social Check DCs


Tim Hailey, Male Human [Permalink]

Personal [hide]

Description: This southern man is abnormally tall. He wears a weathered and beat up set of banded mail beneath an oversized pastel coat. His whole body is exceptionally muscular. His hair is cut close to his head. He has a dull look in his amber eyes.

Personality: Aside from being a little slow due to sleep deprivation he is generally quite perceptive. He notices little details and can draw good conclusions from them. He pushes his goals aggressively. He is also a coward if confronted.

History: He was a bastard born out of an affair, and his father always resented and mistreated him for it out of spite. Through the years after Tim was born, his father became increasingly distant from his family, instead choosing to pursue power in the south. Tim's father didn't care for him much, and the feeling was mutual. He was betrayed by a partner and left for dead, teaching him a humbling lesson in trusting others.

Motivation: He feels threatened by others.

Flaws: Insomniac, Fearful, Antagonistic. Bonds: Immigrant. Occupation: Architect

Voice: Mumbles to self between sentences

Attributes [hide]

Tim Hailey, Male Human Fighter 3
Medium (6'4") Human, Chaotic Good (CR 3)
Armor Class 13
Hit Points 24 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
16 (+3)16 (+3) 16 (+3)6 (-2) 14 (+2)12 (+1)
Skills Deception +3, Nature +0
Senses Passive Perception 12
Languages Common
Attacks Melee +5 / 1d8+3, Ranged +5 / 1d8+3, Grapple +3

Possessions: 13000 cp.


Social Check DCs


Charles Rutherford, Male Human [Permalink]

Personal [hide]

Description: He wears loose pants and a collared shirt complete with sweater beneath his coat. He carries a battered flail and tarnished whip as well. His hair is always cut to a buzz. His face possesses mild wrinkles. His smile is extraordinarily sincere though he does not smile often.

Personality: He is extraordinarily passive and rarely speaks, let alone speaks his mind. He loves teas. He is very sensitive about his face. To blow off anger he lifts weights and to control his otherwise explosive temper he works out a lot.

History: He got into the Slave Trader business at a young age. When he was little, his rather wealthy family often ventured across the island to a summer home near a ruined castle. He would wander through that ruined castle 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 island due to the painful memories there. Charles took refuge in the ruined castle and found the beat up whip and armor he uses now. He has worked as a Slave Trader like his father before him.

Motivation: To end his boredom; and to find somewhere to settle down

Ideals: Fighting. Flaws: Shy, Mundane. Bonds: Job, Nature. Occupation: Slave Trader

Voice: German accent

Attributes [hide]

Charles Rutherford, Male Human Fighter 3
Medium (5'8") Human, Neutral Good (CR 3)
Armor Class 11
Hit Points 24 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
13 (+1)12 (+1) 11 (+0)9 (-1) 15 (+2)12 (+1)
Skills Arcana +1, Deception +3
Senses Passive Perception 12
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +3 / 1d8+1, Grapple +1

Possessions: 100 gp.


Social Check DCs

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