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NPC Generator

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Advanced [show]


Geoffrey Springfield, Male Human [Permalink]

Personal [hide]

Description: He dresses in grey turtlenecks beneath a green coat with blue slacks. He carries a battered rapier and tarnished sai as well. He keeps his golden hair in a flapper bob. His eyes are likewise gray. His teeth are yellowed and unaligned.

Personality: He's a bit of a prankster. He knows he is clumsy and seen as such and will often feign amnesia after injury. He uses his nature as a weapon; he likes to lead opponents to think him in distress.

History: He was born to a pair of big game hunters, but was frequently ill as a child. Cursed with lycanthropy at a very young age, Geoffrey has worked very hard to control his curse. He was always very intelligent and has formed a secret society of philosophers.

Motivation: To fight the greatest warriors and to fight in the greatest battles ever.

Ideals: Fighting, Joker. Flaws: Ugly, Secretive, Disease. Occupation: Armorer

Voice: Aggressive tone

Attributes [hide]

Geoffrey Springfield, Male Human Fighter 3
Medium (5'11") Human, Neutral Evil (CR 3)
Armor Class 9
Hit Points 22 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
13 (+1)9 (-1) 12 (+1)13 (+1) 13 (+1)10 (+0)
Skills History +3, Persuasion +2
Senses Passive Perception 11
Languages Common, Sylvan
Attacks Melee +3 / 1d8+1, Ranged +1 / 1d8-1, Grapple +1

Possessions: 40 pp. 1 Masterwork Common Melee. 1 Masterwork Common Ranged Weapon. 1 Masterwork Common Melee.


Social Check DCs


Ernest Langley, Male Human [Permalink]

Personal [hide]

Description: He wears a suit in poor condition. It has not been laundered in sometime and has been worn in activities one would not normally wear a suit during. His hair is white and curly. His fair skin shows little sign of his aristocratic breeding.

Personality: He believes there is no problem he cannot solve with sufficient elbow grease and persistence, if it is the best or most economic solution matters not. On top of that he is swayed by a pretty face, and while loyalty to his employer will always come first he doesn't like to hit women.

History: He was born at the edge of vast desert. 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 became a plane-shifter, and is stopping over on this plane for a brief visit.

Motivation: He's looking for his big break; and obtaining odd cultural human artifacts is his passion

Ideals: Persistence. Bonds: Adventurer, Attractive, Has a crush, Nature. Occupation: Sellsword

Voice: Aggressive tone

Attributes [hide]

Ernest Langley, Male Human Fighter 3
Medium (6'4") Human, Lawful Evil (CR 3)
Armor Class 11
Hit Points 21 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
13 (+1)13 (+1) 6 (-2)11 (+0) 14 (+2)12 (+1)
Skills Deception +3, Intimidation +3
Senses Passive Perception 12
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +3 / 1d8+1, Grapple +1

Possessions: 9000 cp.


Social Check DCs


Robert Altham, Male Human [Permalink]

Personal [hide]

Description: He is generally well dressed albeit a few years behind the times. He is physically well-built. His tied-back hair is chestnut. His gray eyes are desperate and heavily dilated. He has the appearance of someone under the heavy influence of drugs.

Personality: He is a very philanthropic person; he spends his free time working at various soup kitchens. He is able to make almost anything out of random pieces of junk.

History: He was raised in a plains tribe. 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. Robert took refuge in the large cave and found the beat up shield and armor he uses now. He got away from his former life and has fallen to alcoholism.

Motivation: He's looking for his big break; 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

Ideals: Philantrophist, Gifted. Flaws: Addict. Bonds: Attractive, Nature. Occupation: Bather

Voice: Dutch accent

Attributes [hide]

Robert Altham, Male Human Fighter 3
Medium (6'0") Human, Chaotic Good (CR 3)
Armor Class 12
Hit Points 31 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
13 (+1)15 (+2) 12 (+1)10 (+0) 14 (+2)15 (+2)
Skills Medicine +4
Senses Passive Perception 12
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +4 / 1d8+2, Grapple +2

Possessions: 200 gp. 1 Masterwork Common Ranged Weapon.


Social Check DCs


Heward Atterton, Male Human [Permalink]

Personal [hide]

Description: His left side is far more bruised and cut up than his other. He wears a faded coat and loose pants complete with wide-brimmed hat. He has shaved his head bald. He is baby faced.

Personality: Heward hangs on like a leech to those who appreciate him. It was this clingy personality that held back his dancing career. He uses his nature as a weapon; he likes to lead opponents to think him in distress.

History: His mother raised him in a mountain cabin. He became part of the deadliest team of assassins in recent memory. A botched job caused the group to be disbanded. Recently he has begun working with bootleggers and crooks.

Motivation: He possesses a valuable artifact that the thieves guild wishes to steal.

Ideals: Artistic. Flaws: Ugly, Secretive. Bonds: Nature, Criminal record. Occupation: Mortician

Voice: Laughs frequently while speaking

Attributes [hide]

Heward Atterton, Male Human Fighter 3
Medium (5'11") Human, True Neutral (CR 3)
Armor Class 11
Hit Points 30 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
12 (+1)12 (+1) 14 (+2)10 (+0) 16 (+3)13 (+1)
Skills Animal Handling +5, Perception +5
Senses Passive Perception 15
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +3 / 1d8+1, Grapple +1

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


Social Check DCs


William Hampton, Male Human [Permalink]

Personal [hide]

Description: He wears suspenders and tan workpants. His shirt is grey, and he wears a heavy tan leather apron most of the time. His auburn hair and beard is wavy and long. He is very pretty but has cold, dead eyes.

Personality: In the realm of puns, he cannot help himself. He feels obliged to make them. William enjoys physical pleasures, and is well known for his love of warm baths in the hot springs near the town.

History: He was raised by priests from a young age. He went to a religious school and was inspired by the priests there in charitable deeds. He eventually got the idea of being the protector of his homeland from reading books, and has made it his duty.

Motivation: His religion dominates his actions; and he has a rivalry with the church that dominates his actions

Ideals: Joker. Flaws: Hedonist. Bonds: Attractive, Religious, Mentor. Occupation: Beggar

Voice: Stutters

Attributes [hide]

William Hampton, Male Human Fighter 5
Medium (6'0") Human, Lawful Neutral (CR 5)
Armor Class 11
Hit Points 22 (5d10)
Speed 30 ft.
STRDEXCONINTWISCHA
12 (+1)13 (+1) 7 (-2)8 (-1) 15 (+2)10 (+0)
Skills Acrobatics +4, Medicine +5
Senses Passive Perception 12
Languages Common
Attacks Melee +4 / 2d4+1, Ranged +4 / 2d4+1, Grapple +5

Possessions: Chrysoprase (80 gp). Black opal (1500 gp). Red-brown spinel (40 gp). 1 Half-Plate. 1 Masterwork studded leather.


Social Check DCs

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