Exercise: Random Race + Random Profession = Villain?


Homebrew and House Rules


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For those who've partaken in Mikaze's Worldbuilding Exercise, this game is quite similar and uses the same race list—with some modifications to the last 20 options to better match the theme of this exercise.

However, instead of building a setting, you'll be building an antagonist. This can be a BBEG, a BBEG's Chief Minion, or even just a petty rival. The only condition is that they must be hostile towards the PCs in some manner.

1. Roll 1d100. Consult the Races table.

2. Roll 1d250 (you'll need to use {dice}{/dice} for that, obviously). Consult the Professions table.

3. Combine the race with the line of work and work out a way the resultant character might come into conflict with the PCs, or a way they perpetuate their mischief that the PCs are obliged to stop. For bonus points, work out their character class.

Races:
1. Human
2. Elf
3. Dwarf
4. Half-Orc
5. Half-Elf
6. Halfling
7. Gnome
8. Orc
9. Goblin
10. Hobgoblin

11. Drow
12. Tiefling (humanoids with fiend ancestry)
13. Aasimar (humanoids with celestial ancestry)
14. Fetchling (humanoids with shae ancestry)
15. Ifrit (humanoids with efreet ancestry)
16. Undine (humanoids with marid ancestry)
17. Sylph (humanoids with djinn ancestry)
18. Oread (humanoids with shaitan ancestry)
19. Suli (humanoids with jann ancestry)
20. Dhampir (half-humanoid/half-vampire)

21. Changeling (hag-kin) (the children of humanoid males and hags)
22. Catfolk
23. Lizardfolk
24. Ratfolk
25. Vanara (monkey-folk)
26. Vishkanya (humanoids with slight snake-like features and poisonous blood)
27. Strix (black, avian humanoids with harpy-like builds)
28. Tengu
29. Merfolk
30. Gillmen

31. Duergar
32. Derro
33. Svirfneblin
34. Kitsune (shapechanging fox-folk)
35. Nagaji (reptilian humanoids originally created by the naga as a servant race)
36. Samsaran (reincarnated blue-skinned humanoids)
37. Wayang (gnome-like beings with roots in the Shadow Plane)
38. Grippli
39. Kobold
40. Ogre

41. Dryad
42. Satyr
43. Pixie
44. Nymph
45. Sprite
46. Forlarren (bipolar fey born from the unions of nymphs and fiends)
47. Nereid (aquatic nymph-like fey)
48. Nixie
49. Treant
50. Faun

51. Centaur
52. Harpy
53. Medusa
54. Naga
55. Gargoyle
56. Minotaur
57. Troll
58. Gnoll
59. Adlet (barbaric wolf-like humanoids)
60. Vegepygmy

61. Sahuagin
62. Cecaelia (merfolk-like humanoids, with octopus tentacles instead of a fish tail)
63. Grindylow (the goblin equivalent of Cecaelia)
64. Locathah
65. Derhii (winged, intelligent gorillas)
66. Girtablilu (centauroids with a scorpion-like lower half + claws)
67. Sasquatch
68. Tanuki (short raccoon-like humanoids)
69. Thriae (all female-race of bee people)
70. Spriggan

71. Dark Folk
72. Drider
73. Mongrelman
74. Serpentfolk
75. Ettercap
76. Shae (humanoids made of solid shadow)
77. Flumph
78. Vodyanoi (salamander-like humanoids)
79. Ghoul
80. Vampire

81. Gearman/Warforged (mechanical humanoids)
82. Changeling(doppleganger-kin) (descendants of humanoids and dopplegangers)
83. Shifter (descendants of humanoids and lycanthropes)
84. Blue (small blue-skinned goblins with psionic powers)
85. Dvati (albino humanoids born with one soul for two "twin" bodies)
86. Aranea (spider-like shapeshifters with a human form, a human-spider form, and a big spidery form)
87. Worg (intelligent wolves)
88. Goblin Snake (bad-breathed and lazy predators with snake empathy)
89. Cyclops (tall humanoids with one eye and some prophetic powers)
90. Dragonborn (draconic humanoids)

91. Any Aberration (choose from Bestiaries or make your own!)
92. Any Construct (choose from Bestiaries or make your own!)
93. Any Dragon (choose from Bestiaries or make your own!)
94. Any Animal (choose from Bestiaries or make your own!)
95. Any Plant (choose from Bestiaries or make your own!)
96. Any Outsider (choose from Bestiaries or make your own!)
97. Any Undead (choose from Bestiaries or make your own!)
98. Any Fey (choose from Bestiaries or make your own!)
99. Any Magical Beast (choose from Bestiaries or make your own!)
00. Nilbog

Professions:
Taken from here. Items marked with a (A) are slightly or very anachonistic—how they work in a fantasy setting might require some creativity.

1. Accountant
2. Actor
3. Acupuncturist
4. Administrator
5. Advertising executive
6. Animal breeder
7. Antique dealer
8. Archaeologist
9. Architect
10. Archivist
11. Aromatherapist
12. Art critic
13. Art dealer
14. Artist
15. Assembly line worker
16. Astrologer
17. Astronomer
18. Au pair
19. Auditor
20. Author

21. Baker
22. Bank clerk
23. Barber
24. Bartender (or barmaid)
25. Beauty therapist
26. Blacksmith
27. Boat builder
28. Bodyguard
29. Book-keeper
30. Bookmaker
31. Brewer
32. Bricklayer
33. Broadcaster (A)
34. Builder
35. Bus driver (A)
36. Business consultant
37. Business owner
38. Butcher
39. Butler
40. Car dealer (A)

41. Car wash attendant (A)
42. Care assistant
43. Career criminal
44. Careers advisor
45. Building Caretaker
46. Carpenter
47. Carpet fitter
48. Cartoonist
49. Cashier
50. Casual worker
51. Catering staff
52. Chauffeur
53. Chef
54. Chemist
55. Childcare worker
56. Childrens entertainer
57. Chimney sweep
58. Chiropractor
59. Circus worker
60. Civil servant

61. Clairvoyant
62. Cleaner
63. Clergyman
64. Clerical assistant
65. Clockmaker
66. Coastguard
67. Comedian
68. Composer
69. Conservationist
70. Construction worker
71. Cook
72. Coroner
73. Costume designer
74. Councillor
75. Courier
76. Craftsperson
77. Crematorium worker
78. Croupier
79. Crown prosecutor
80. Curator

81. Customs officer
82. Dancer
83. Data processor (A)
84. Debt collector
85. Decorator
86. Delivery driver
87. Dentist
89. Dietician
90. Diplomat
91. Director
92. Diver
93. Doctor
94. Domestic staff
95. Doorman
96. Dressmaker
97. Driving instructor (A)
98. Drug dealer
99. Economist
100. Editor

101. Electrician (A)
102. Engineer
103. Estate agent
104. Events organiser
105. Factory worker
106. Fairground worker
107. Farmer
108. Fashion designer
109. Firefighter
110. Fishmonger
111. Flower arranger
112. Flying instructor (A)
113. Foster parent
114. Fundraiser
115. Funeral director
116. Gamekeeper
117. Garden designer
118. Gardener
119. Genealogist
120. Gravedigger

121. Groom
122. Hairdresser
123. Handyman
124. Heating engineer
125. Herbalist
126. Historian
127. Homemaker
128. Horticulturalist
129. Housekeeper
130. Hypnotherapist
131. Immigration officer
132. Independent means
133. Interpreter
134. Inventor
135. Jewellery maker
136. Jockey
137. Journalist
138. Judge
139. Kennel worker
140. Laboratory technician

141. Labourer
142. Landowner
143. Landscape gardener
144. Lap dancer
145. Lawyer
146. Leaflet distributor
147. Lecturer
148. Librarian
149. Lifeguard
150. Lighthouse keeper
151. Literary agent
152. Locksmith
153. Lorry driver (A)
154. Machinist
155. Magician (real or otherwise)
156. Magistrate
157. Make-up artist
158. Manicurist
159. Massage therapist
160. Mathematician

161. Medical student
162. Merchant
163. Meteorologist (A)
164. Midwife
165. Miner (or mine foreman)
166. Minister
167. Missionary
168. Model
169. Moneylender
170. Mortician
171. Musician
172. Nun
173. Nurse
174. Optician (A)
175. Park ranger
176. Party planner
177. Pawnbroker
178. Pest controller
179. Pharmacist
180. Pickpocket

181. Picture framer
182. Pilot (A)
183. Plumber
184. Police officer (guardsman)
185. Politician
186. Porter
187. Preacher
188. Printer
189. Prison officer
190. Private investigator
191. Probation officer
192. Producer
193. Professor
194. Prostitute (or courtesan)
195. Psychiatrist
196. Publisher
197. Racing driver
198. Receptionist
199. Refuse collector
200. Reporter

201. Researcher
202. Retired
203. Road sweeper
204. Roofer
205. Sailor
206. Salesperson
207. Scaffolder
208. School crossing warden
209. School meals supervisor
210. Scientist
211. Sculptor
212. Secretary
213. Security guard (or caravan guard)
214. Ship builder
215. Ship's captain/pirate captain
216. Singer
217. Shoemaker (it's called a cobbler, guys)
218. Shop assistant
219. Social worker
220. Soldier

221. Solicitor
222. Song writer
223. Sportsperson (A)
224. Street entertainer
225. Student
226. Surgeon
227. Tailor
228. Tarot Reader
229. Tattooist
230. Taxi driver (A)
231. Teacher
232. Tour guide
233. Traffic warden
234. Train driver (A)
235. Travel agent
236. Undertaker
237. Unemployed
238. Veterinary surgeon
239. Waiting staff
240. Window cleaner

241. Trapbuilder
242. Mercenary
243. Hunter (big game or normal)
244. Dungeon maintenance or construction crew
245. Lamplighter
246. Henchman/Hireling
247. Scribe
248. Noble
249. Military officer
250. Adventurer


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For example:

1d100 ⇒ 831d250 ⇒ 155

A lycanthrope-blooded magician.

Skitter Fergus
NE shifter bard
Skitter Fergus, the granddaughter of a dangerous wererat crimelord and heir to a powerful underworld empire, has long been eager to get out of the family business. It's not so much her kindhearted nature—Skitter is fine with stealing and drug-running—it's just that it's dangerous, she's not nearly as rattish as she's supposed to be, and she knows that one of these days one of her relatives is going to decide to do something about it. Plus, it's just a lot more work than she likes doing.

Skitter has taken to wearing her more halfling-like form more and more as she distances herself from the family. She works as a street magician, employing sleight of hand accented by real magic to entertain crowds. She's not above pilfering the occasional pouch of gold, but mostly keeps it straight to avoid attracting attention to herself.

She's good enough at disguise magic to hide from the guild for now, but she's got just one problem: Her membership badge. Her family is bound to scry it sooner or later, and when they do and realize she's still in the city, she's fodder.

She could just throw it in the storm drain, but she has a better idea: Pass it on to some unsuspecting halfling or gnome, preferably one in a well-armed group that can put up a fight. Her family will assume they're her and hunt them down instead of her. With any luck, they won't bother to investigate the body, and she'll be off scot-free!

It's a simple plan, but it's the easiest, and Skitter has always been a little bit lazy. She'll just drop it on the first ideal target and hope for the best. And if the target finds out and come looking for her...well, she sleeps with a poisoned knife under her pillow. One way or another, a little body with a badge will turn up soon.


1d100 ⇒ 501d250 ⇒ 168

A faun model. That seems oddly fitting.

Now to make them evil...


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Race!: 1d100 ⇒ 7
Profession!: 1d250 ⇒ 219

Gnome Social Worker.

Po Rinfwimple always wanted to help people, and social work seemed an interesting way of doing that and staving off her inevitable bleaching. Her talents at understanding the mind of her clients and being able to get them to cooperate was quite helpful, too. However, working in the terrible slums of (insert town here) for decades on end without seeing so much as the smallest change in her poor client's lives, and without the city's government seeming to care a fig for their well-being, left the poor gnome jaded and frustrated. Worse, her attitude seemed to be bringing on the bleaching, rather than putting a stop to it. Gradually, she began scheming; a dark, secret plan to put the powers-that-be on alert that she wasn't going to take it any more.

One night, she arrived at the mayor's office for a routine visit, and as she entered the room, she began mentally kneading at his mind, searching for cracks to slip between. A few moments, and he was under her control, a promise in writing to dedicate resources to helping the impoverished. Still not content, Po went to work on the city council, the chief of the Watch, and many of the temple's high priests. As she gradually took over, she started to rationalize luxury after luxury for herself. After all, why shouldn't she improve her station at the same time she helped others?

When the PCs arrive in (insert town here), everyone in any sort of authority seems dull and slow. Po's megalomania has gotten out of hand, and she's put the populace to work in well-paying jobs building monuments to Po the Savior, who brought equality and brotherhood to the city of (insert town here). Will the PCs stop this social experiment, or will the gnome go down in history as the best thing to happen to the city?

LE Gnome Mesmerist (cult leader archetype) 7+

With a bit of work, I may take this concept with me into a game I'm designing!

=======================================================================

Race!: 1d100 ⇒ 54
Profession!: 1d250 ⇒ 157

Naga Make-up Artist...I'll have to think about that for a while...


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Race: 1d100 ⇒ 29
Profession: 1d250 ⇒ 1

I appear to have generated a Merfolk Accountant.

It is popularly known that great treasures lie beneath the sea. What many people never realized is that many shipwrecks are never found because the ruins are claimed by the Merfolk, along with all the treasures in store. This treasure ultimately flows to the capital of the Merfolk nation, where accountants calculate the value of the wreck and seek ways of turning usable items into trade goods or coin.

Unfortunately for the PCs, one of their friends recently lost a shipment. Now, they must track down not just the original location of the wreck, but the path an important item took as it made its way into the tangled nets of Merfolk bureaucracy. Standing in their way is a normally mild-mannered accountant with twofold goals:

First, maximize the value of the nation's income by working to ensure as many valuable items as possible remain in the nation's hands.

Second, prevent interlopers - such as annoying landlubbers - from recovering anything that has been entered into the system. If land-dwellers could reclaim items en masse, it would destroy the economy of the merfolk nation and ruin everything the accountant cares about... so they'll go to practically any lengths to stop this from happening.

...

Hm. ^^ I think I like this exercise.


1d100 ⇒ 21->Changeling (hag-kin) (the children of humanoid males and hags)
1d250 ⇒ 51->Catering staff

Hrmmm...lemme think about this one.


Pathfinder Lost Omens, Rulebook Subscriber

1d100 ⇒ 971d250 ⇒ 224

An Undead Street Entertainer, ..., I like it! I'll think about it but I might just use this in a homebrew campaign I'm planning with my home game.

Scarab Sages

1d100 ⇒ 74 Serpentfolk
1d250 ⇒ 127 Homemaker

First of all: Ha-ha-haaaa!

Sciach Shedskin, AKA "Ms. Motherdaughter"

CE Serpentfolk Alchemist

Sciach found immortality millennia ago, and having achieved that loftiest of life ambitions, was prepared for eternity as an easygoing, if rather twisted, bon vivante - but then came the collapse of her people's civilization. This turn of events she did not really care for, and she found herself with a bit of a long-term project of restoring her people. The ensuing rise of the mammalian races only served to become an obstacle to her vision, however, and she grew bitter. Still, she reasoned, she's got hers and all eternity, so she still owes it to herself to enjoy life, doesn't she?

There is something of a pattern to her life: Assume a false identity as a human femme fatale, get hitched to a human male of means, live off them, "die" when the time is right, rinse, repeat. Her partners, and often their families, have a tendency to meet bad ends, usually ruination or death by her hands. It isn't always intentional, and aside from the few instances where she feels it's "warranted," it isn't clear why it keeps happening; sometimes she's even tried protecting them, but has always failed. Maybe her eternal life comes at the expense of those around her. Maybe the gods don't like her. Maybe they don't like her plans of restoring the ancient serpentfolk.

Disclaimer: I'm feeling a bit 'off' and I didn't put as much effort into this as I could have.


Race: 1d100 ⇒ 44
Profession: 1d250 ⇒ 201

A Nymph Trapmaker, huh? ... This will require some thought. And an alias.


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There are so many awesome characters coming about here! Here's my attempt at a faun model, which was harder than I expected.

Thomas Vineblood
CE faun bard
If there is anything Thomas has always excelled at, it is being noticed. It's something he strives for. Whether it was making sure that everyone in town was obsessed with him or capitalizing on his good looks to make fairly unexceptional singing and dancing routines win gold medals, Thomas Vineblood, beloved only child of his lone mother, abandoned at birth by his father and rejected as a suitor by every family in town due to his "abnormalities", has done all he can to make sure he never feels forgotten.

Vineblood works as a "sales assistant" now, showing off tailors' work to the best of his ability. And he's very good at it. Nobody forgets his face. There are few who would have him as a husband, but he rarely goes to bed alone. He's almost happy, in fact.

But ever since the local forest nymph saved his life from a rampaging boar, bitterness has been his drink of choice. He is totally enamored, and she does not return the interest—the object of his affections is more preoccupied with stopping a local goblin tribe from overrunning both town and forest, and has never had much time for romance anyways.

This has twisted Thomas in ways he hadn't known he could go. He's had it with fey. Had it with everyone. Thomas Vineblood's more wicked side, long left ignored beneath piles of praise and adoration from his peers, has finally found a reason to assert itself.

And so in between jobs as a model, Thomas Vineblood has deployed his skills rather differently. He has contacted the goblin tribe, riling them up, offering them funding, direction, weapons. Cold iron weapons.

The forest will burn.


1d100 ⇒ 391d250 ⇒ 33

Kobold broadcaster.

Heh heh heh...


race: 1d100 ⇒ 8
profession: 1d250 ⇒ 52

Crassus, the Orc Circus Worker is responsible for procuring the exotic animals. And by exotic animals I mean the PCs.

He is then responsible for their "care" and "training".


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I got a Pixie song writer. I'm only speculating - but apparently the PCs some time ago scouted the area in which this pixie lived. She spent her life writing songs about the beauty of nature. She even had started a pop band.

Flash forward 1 year: Now that a logging company has deforested everything in 2 square miles, she is seeking vengeance on the PCs for bringing destruction to her once quaint and lovely homeland. And so the recruiting for the "Forces of Nature" begins! (all soon to be played out in an epic miniatures wargame)....


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Alright, let's do my nightly 750 Words right...

Kobold broadcaster.
Yakyak Eightlegs
LN kobold expert

Yakyak started out as possessing the lowest rank a kobold can have in its tribe without actually being allowed to die in the shell. Yakyak was the traptester. Just a rung below "adventurer fodder", Yakyak's job was to actually trigger the traps, step in the way, and make sure they worked right on a moving target.

It was not a fun job to have. But, as Yakyak soon discovered, it had its perks. Traptesters were often given extra rations to weigh them down a little bit. Yakyak took proud advantage of this fact, and became one of the largest kobolds in the whole tribe. And while she wasn't any good at fighting, or crafting traps, or even putting rocks in a furnace, Yakyak proved to have a mind much like those traps the tribe so wished it could afford to make—traps made of that distant iron alloy, steel. She could remember every single snare placement, and never forgot a step. She knew exactly which way a floorsaw would cut, and could step out of the way just in time without breaking a sweat.

Yakyak was the longest-lived traptester in the history of her tribe, and actually managed to improve how the job worked a little bit to boost efficiency. But it was never meant to last.

Yakyak's life as a traptester ended the day she realized that the other kobolds really had no idea where the different traps were anymore. All they knew was where not to step. This, she decided, was a problem. They didn't hear the stones like she could; couldn't just tell where a trap was by looking at it. Yakyak had somehow acquired an ability almost identical to the dwarves' stonecunning, and nobody else had it. So she designed a system that could make her voice heard everywhere, so she could tell everybody what to do and how to do it. And she made sure nobody else would dare question her on it.

This system is called the Yakyak Traptalk. Nowadays, the territory of her original tribe, and of the three other tribes they have absorbed since forming this system, is accented with little pipes and wires and levers. Yakyak has taught her kobolds—for she killed the old chief with a falling block trap when he tried to unfairly take credit for her inventions—to understand how the traps themselves move. And in a little control room in the very center of the warden, Yakyak tugs at wires and levers, her mind abuzz with numbers and letters. The traps twitch and jerk, imparting her messages to her tribesmates, explaining exactly what needs to be done in a language not dissimilar to Morse code.

Nobody asks questions. Nobody complains or hesitates. Yakyak wants her tribe to be the best it can be, and if that means a couple dissenters have to be squashed to keep everyone alive and happy, that's just what she has to do. She doesn't even call herself chief—everyone is, in her mind, equal. She just runs everything everywhere always all the time fr everyone ever. If a trap needs to be activated manually, she'll handle that. If a trap needs to be repaired, she'll order another kobold to handle that.

And if adventurers try to come into Yakyak's turf and start making a scene, they'll find a steel storm of blades and death awaiting them. Politely accented by a small pile of code books at the door and a tapping of the pit trap behind it advising them, in Yakyak Traptalk, to get out or get flattened.


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1d100 ⇒ 24
1d250 ⇒ 213

Kit Soze - Ratfolk Security Guard

Class: Gunslinger/Rogue

Alignment: LE

As the mysterious head of a burgeoning criminal organization known as Warren of the Golden Key, Kit Soze governs her syndicate with anonymity. Hiding her affiliation to Asmodeus from her underlings, she masks her organization with practices and accouterments associated with the church of Abadar. Kit utilizes a cover as a silent security guard for a "puppet boss" who relays orders on her behalf (think Amidala and her body doubles, but think of nothing else from Episode 1).

When subordinates speak out, Kit, through her puppet, invites the opposition to try their hand at solo business ventures, only to later dismantle the upstarts through espionage and back alley dealings, further cementing their dependency on her syndicate. If intrigue and dark schemes aren't enough, she introduces her opposition to her firearms, Salty and Scurry, two magical double-barreled pistols.

To maintain her cover, she regularly stages "assassinations" and "coups" in order to replace former puppets with new, easy to manipulate gangsters that can be disposed of when they have outgrown their use, or when Kit's cover is nearing compromise. As such the tentacles of Warren of the Golden Key continues growing unchecked.

This is fun.


1d100 ⇒ 951d250 ⇒ 148
And the rest of those 750 Words will be used on...

...some sort of plant librarian. Hm.


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Eggyloth "Mister Egghead" Johnson
Any Plant; librarian
NE mi-go alchemist
In the sleepy hillside town he landed in, Eggyloth goes by the name "Mister Egghead". The people there had no particular idea what the mi-go were, and Eggyloth, having no particular interest in enlightening them, simply claimed to be a friendly monster from distant lands with knowledge to trade and help to offer.

Since then, "Mister Egghead" has become surprisingly popular in town. Scarily popular. Voice-of-a-brainwashed-generation popular. His scientific cures have all but annihilated plague from the region, and his technically scientific—but somewhat barbaric—policies of preventing any outsiders from coming within ten miles of the town's borders have been fairly successful in preventing new sicknesses from arriving. Over two generations, Egghead has molded the town into a likeness he finds both sustainable and suitable. He was driven out by his own "people" for crimes against the mi-go race, and this world seems a good deal more safe, so he's something close to fond of the region and plans to make it a place he'd like to live in.

Mister Egghead finds the neighborhood children particularly endearing, and peddles rare books acquired on his odd sabbaticals to educate them in issues he finds important. Some of these books were taken by force, and others should really not be read by mortals at all. Over those two generations, he has raised several of these children to become some of his fiercest "friends", wielding ancient magics and technologies in his defense.

Visitors to the town, though rare (and technically set to be shot on sight) find a bizarre, technologically-advanced paradise, with alien architecture and almost inhuman attitudes towards basic sentient rights. The forests have been twisted by Eggyloth's experiments into unrecognizable homes of horror. The people are quite willing to kill and even eat intruders they can't otherwise dissuade. Eggyloth "Johnson" has persuaded them to defend to the death the home of their "benefactor", where he keeps a vast collection of fell tomes with which to plan his next move.

In truth, Mister Egghead is preparing. He wants to spread his control outward, to form an empire so dangerous his fellow mi-go will not dare come within a million miles of the solar system. He's even deluded enough to think such a thing is possible. Mister Egghead will not hesitate to use every single mortal he can persuade to his cause as a living shield against the scourge of what mi-go consider "justice". And if the mi-go actually realize he's there, none will be spared their wrath. Certainly not the petty humanoids pushed into their path.


1d100 ⇒ 611d250 ⇒ 235

...sahuagin travel agent. Well, this should be interesting. I already have an idea.


Race: 1d100 ⇒ 26
Profession: 1d250 ⇒ 246

Vishkanya Henchmen/Hireling.

Siliyt the Silent is a Vishkanya with poison so potent it is said it killed her own voice. Often the only sign she was even there is a tell-tale bite mark... until the PCs foiled an assassination attempt and forcing her to flee, one fang broken and useless. Now she seeks revenge for her humiliation and lost reputation.

Race: 1d100 ⇒ 42
Profession: 1d250 ⇒ 29

Satyr Book-Keeper.

A strange one among his kind from the very beginning, Groti Turnering had a passion for books like his fellow satyrs had a passion for pleasures of the flesh and any alcoholic beverage. He was content to secretly go into town and purchase books on all subjects for the rest of his days, only to be framed for a crime no one thought about question. Racism ran deep when it came to Satyrs and crying women making accusations.

And so he ran off until things cooled down. He returned to collect his books, only to find his hidden hovel recently looted. Following the tracks left behind, he comes upon the PCs, reading his books or using them for fire wood...


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Svirfneblin debt collector.

Kind of speaks for itself.


I love this thread. Excellent work KC.

Now let's see: 1d100 ⇒ 63, 1d1000 ⇒ 235/4=59

Grindylow circus worker.


MichaelCullen wrote:

[dice=race]1d100

[dice=profession]1d250

Crassus, the Orc Circus Worker is responsible for procuring the exotic animals. And by exotic animals I mean the PCs.

He is then responsible for their "care" and "training".

52 is chauffeur.

Sovereign Court

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1d100 ⇒ 30 Gillmen

1d250 ⇒ 237 Unemployed

Begs the PCs for money on the street incessantly while complaining about how all the non-Azlanti "took er jerbs".

Sovereign Court

1d100 ⇒ 31 Duergar

1d250 ⇒ 116 Gamekeeper

Captures the PCs and takes them to an underground facility where they are hunted as 'game'.


Nice.

Very nice. Will join later.


Race: 1d100 ⇒ 44
Profession: 1d250 ⇒ 1

Nymph
Accountant

Illegal brothel/prostitution ring controlled by a nymph sorceress that keeps her "employees" charmed while hiding behind the one she's charmed. This person acts as the head of the ring, as a scapegoat, while the nymph handles all the gold she makes and uses to further her power. Anyone who seeks to free her 'employees' faces her full and undivided wrath...

Race: 1d100 ⇒ 46
Profession: 1d250 ⇒ 191

Ok, forlarren probation officer has me stumped... My friend suggests the party rogue being tricked into working against the city while doing community service.


Seeing the relation between nymph and forlarren (just read the ecology of forlarren) you have to link those two some how...


That's something I had not thought of. Interesting idea.


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Race: 1d100 ⇒ 62 - Cecaelia (merfolk-like humanoids, with octopus tentacles instead of a fish tail)
Job: 1d250 ⇒ 89 - Dietician

Chef Bluekelp (Cecaelia Trapper Ranger)

Chef Bluekelp runs the Fairdock Fishery, a Seafood restaurant in Absalom. For the longest time, the Fishery struggled to stay open. Then, Chef Bluekelp introduced several new dishes that the patrons have gone wild for. Their main ingredients, which she tells no-one about, are the bodies of various aquatic humanoids. Merpeople, gillmen, even other Cecaelias have been murdered and fed to other people by the Chef.

The government of Absalom has recieved the missing people reports, of course, but they're more concerned with things that happen above water. If Bluekelp's spree is going to come to an end, the help will need to be from an outside source...


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Race: 1d100 ⇒ 24
Profession: 1d250 ⇒ 250

Ratfolk Adventurer.

A rival adventurer is sick and tired of his finds and his treasure being taking by rivals he knows are not nearly as competent as him! Now it's time to take out the competition...

Race: 1d100 ⇒ 14
Profession: 1d250 ⇒ 152

Master of Locks, Ligill, has managed to trap a town inside of itself with a bizarre and often trapped locks he has placed everywhere.

Race: 1d100 ⇒ 49
Profession: 1d250 ⇒ 109

Treant Firefighter.

Long has Treebeard watched over his forest, using his druidic magic to calm too vicious storm, reshape the land after earthquakes, and heal plants and animals alike.

This all changed when orcs began to travel through his forest. At first, he simply let them pass. They were trying to sneak through, after all. They were caught though, by a group of adventurers that in employ of the nearby city. The ensuing battle between party and army left his precious forest ravaged by magical fires and Treebeard himself nearly dead. As a last ditch effort to survive long enough to enact his vengeance on the fire wielding sorceress, Treebeard envoked dark and twisted nature magics to rise from the ashes of his home... as a burning lich.


1d100 ⇒ 90
1d250 ⇒ 66
Dragonborn coastguard!

Despite the impressive name, this is an easy one- a Neutral or Lawful Evil dragonborn, kin to a non-aquatic type of wyrm that nonetheless has its home on an isthmus, who works to keep his master's "back door" safe. He may have a thriving smuggling business on the side that his master knows nothing about.


137ben wrote:

1d100->Changeling (hag-kin) (the children of humanoid males and hags)

1d250->Catering staff

Hrmmm...lemme think about this one.

Changeling Witch with the Cook People Hex.


Warforged Gravedigger.

I actually made that character in Eberron. His name was Mattock, so named because his human superiors were idiots who couldn't tell the difference between a mattock and a shovel.

He was a Fighter/Bard that went into coal mining after the war and learned to tell tall tales and smoke cigars from the other miners.


Race: 1d100 ⇒ 91
Profession: 1d250 ⇒ 53


Race: 1d100 ⇒ 73

Profession: 1d100 ⇒ 47

Mongrelman Carpet Fitter?

Nigel Timepeace
NE Mongrelman Rogue 4

A mongrelman who speaks with exaggerated courtesy and manners to make up for his appearance and associated stereotypes, he is a skilled mathematician with a great memory for geometry. He possesses instant recall for any building he has laid carpet in, and makes the most of the often false pity shown to him by his "betters" in order to have access to rooms he normally wouldnt, giving him a mental map of most of the city, and will draw detailed maps to any who ask and pay his exorbitant rates.


Race: Perception: 1d100 ⇒ 59

Profession: Perception: 1d250 ⇒ 162

An Adlet Merchant. IDK what Adlets are, so give me a min.


Mark Hoover 330 wrote:

Race: [dice=Perception]1d100

Profession: [dice=Perception]1d250

An Adlet Merchant. IDK what Adlets are, so give me a min.

Venn, The Merchant of Ice

Venn Howlfrost is a shrewd negotiator and a cunning foe. His penchant for bigotry, for looking down his ice-white muzzle is matched only for his tenacity in ensuring that he, Venn Howlfrost, is always the greatest benefactor of his dealings. Sometimes his warhammer, Jegtoro ensures a very lethal and final end to Venn’s negotiations, which suits the cruel Adlet just fine.
In the lands of the Ulfen men, Venn Howlfrost, known as Venn, the Merchant of Ice, is respected not only as a traveling merchant but as a trader in all things, including vices and even souls. The adlet is known to worship the Demon Lord Kostchtchie, venerating the Deathless Frost in his aspects of Ferocity and Ice. Venn Howlfrost drives an enormous sled through the tundra, hauled by a team of 4 enormous Winter Wolves (Winter Wolf with the Simple: Giant template applied) and often trails teams of human slaves for sale.
CE Medium Humanoid (Adlet) Warpriest 8 of Kostchtchie. Sacred Weapon is a +1 Unholy Warhammer.


Race:: 1d100 ⇒ 21 Changling (hag-kin)
Profession: 1d250 ⇒ 214 Shipbuilder

Lucia "Peanut" Carraway is the owner and head shipwright of the newly-rebuilt Carraway Shipyard. While not capable of manufacturing larger vessels, she and her workers can drydock and repair or refit and refurbish them. She has sandy-blonde hair like a seashore with weathered but oddly light skin and stormy grey eyes.

She is relatively charming and is well-known for quality and quick repairs. She dislikes druids and fey creatures and typically negotiates with ship captains, lumberjacks, or adventurers in need to gather wood (though only ones she suspects can handle the task and seem shady or unscrupulous enough). She sends them into druid groves, after dryad woods, or even treants and she seems to have a good knowledge of where such places can be found. Such captain's are easily swayed by superstitious or outright lies she tells that using such woods will bring good luck or sailing and they send crews out to harvest such material. She might offer such work to PCs, but more likely the PCs will be approached by a druid or druid grove or woodland creature to stop such predations, though they'll have to take on the pirate or lumbercrews first, who will only mention they're getting wood for ships, which might make it seem somewhat innocent or a mistake at first. If confronted, Lucia will feign ignorance and agree to harvest elsewhere, but will resume plundering after a short time.

Simple stats:
-------------------------------------
Female changeling shaman 8 (Nature: sea)
CN Medium Humanoid (Changeling)
Fort +3. Ref +4, Will +5.
Special attacks Hexes (Speak with animals (seagull, cat, shark), Stormwalker)
Spirit magic spells (1/day) charm animal, barkskin, speak with plants

Str 12, Dex 14, Con 12, Int 15, Wis 10, Cha 12.
Melee 2 claws +5 (1d4+1) or club (with shillelah if Wood is chosen as secondary spirit).
BAB +4
SQ Sea lungs (can hold her breath for a number of rounds equal to 3 × her Constitution score before she risks drowning.)

Tactics Typically, her secondary, wandering spirit is Wood because of her work and her spell list is usually prepared with spells like mending, wood shape, or warp wood (for unwarping wood she receives, thus allowing her to buy cheaper lumber that wouldn't be useful to other yards), she also keeps some environmental spells that won't hinder her movement because of her Stormwalker hex (such as winter grasp, sleet storn, or darkness effects (which are environmental effects)). If expecting trouble, she will prepare accordingly.

She usually wears work gloves that hide her clawed hands, though they are subtle enough to avoid casual scrutiny, fighting with a club or stout piece of lumber instead unless sorely pressed into melee.
----------------------------------------


History:
Lucia "Peanut" Carraway was born from the union of a sailor named Pete "Petey" Gorman who was strolling along a beach outside of town too late at night and the sea hag Horkitha Brinetoes. Her father was killed (by her mother) shortly after the deed and Lucia was left as a newborn outside the home of local shipbuilder Brentwood Carraway and his wife. Horkitha did it on whim, having heard the couple pining for a child during a late-night walk along the docks.

She grew up loved and cared for until her parents passed away in a fire during a period of conflict between the town and the local druid grove (who aren't the 'good' kind of druids themselves). She was sent to live with her drunken, but harmless uncle, a lighthouse keeper outside of town. It was during this time she felt the call of her mother, but also the call of the sea. Following the lure of the spirits, she became a shaman of nature, gaining a seagull spirit companion to guide her. She made money working as at other lumberyards and saved up enough to buy the old, burnt out yard her adopted parents owned and has rebuilt it, though slightly smaller as yet.

Her seahag mother has yet to make a personal appearance, being busy with other misdeeds. She has sent sharks as agents to talk and learn about the girl, though Lucia doesn't know they are her spies. Lucia has no idea of her true heritage, or that answering the call to wander towards her mother will lead her to becoming a hag, but the thought of power would tempt her if she did.

For now, she wages a clandestine war on the druids, fey, and most other woodland creatures (since there's an uneasy truce with the town currently).

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