26 Vibrant NPC’s to Give Your Campaign a Boost
Start Here if you’re confused.
F: Fisfa the Feisty
- Major Motivation: He wants to be a leading member in the Assassin’s Guild.
- Supporting Motivation: He needs to complete that crucial first hit.
- Quirk- Giggles when excited
- Flaw- Has FOMO (Fear of Missing Out) hardcore
- Like/Dislike – Loves masquerade balls and their aesthetic
Giggles assail your ears as a flaming blur speeds up to you. You barely dodge the first dagger thrust before another comes at you. Thinking quickly, you back up to the well near your position and grab the bucket, leveling it at your attacker.
“Wait, don’t! I just got my mask painted!”
The fire genasi, for that’s whom you see, drops their dagger in front of you. They wave their hands up to show they’re empty. “Please? I can’t get these redone, and it’s important my first kill sees me in it.”
“Your first kill,” you say flatly. “And that’s me I suppose.”
“Well, yeah, you’re the priest from the Sun temple I’m supposed to off.”
“Sun Temple?” You glance at your clothes. “Are you sure you got the right person?”
The genasi arches an eyebrow with pursed lips, eying you suspiciously before pulling out a piece of paper. They stare at it, comparing its contents to you before they nod, satisfied.
“It seems I have made a mistake. Thank you for correcting me.”
“No problem,” a drop of sweat rolls down your back as you set the water bucket down. “So can I go then?”
“Of course, but not before I buy you a drink for this mixup. And hey, you wanna make some quick gold? I’m Fisfa, by the way.”
“For an assassination quest?” You ponder it for a second, contemplating also why the assassin would give you their name.
“Why not? You have somewhere else to be?” Fisfa looks around, worry clear in his face. “You don’t think there’s a party going on nearby, do you?”
From the amazing RPG Tinker.
Fisfa the Feisty
Male Humanoid (no race) [Unfortunately, no Fire Genasi stats here], any alignment
Armor Class: 14 (Hide)
Hit Points: 42 (12d8 -12)
Speed: 30ft (9m / 6 sqr)
STR 7 (-2) DEX 15 (+2) CON 9 (-1) INT 12 (+1) WIS 8 (-1) CHA 10 (+0)
Multiattack.The Scoundrel makes three weapon melee attacks or three ranged attacks.
Dagger. Melee Weapon Attack +4 to hit, range 20/60ft, one target. Hit: 4 (1d4 +2 ) piercing damage.
Properties: Thrown: range 20/60ft, Finesse, Light,
Light Crossbow. Ranged Weapon Attack +4 to hit, range 80/320ft, one target. Hit: 6 (1d8 +2 ) piercing damage.
Properties: Ammunition: range 80/320ft, Loading, Two-handed,
Sneak Attack: Once per turn, the scoundrel can deal 14 (4d6) extra damage to one creature he hits with an attack if the scoundrel has advantage on the attack roll. He doesn’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and he doesn’t have disadvantage on the attack roll.
Cunning Action: Due to it high agility and cunning he can use a bonus action to take the Dash, Disengage or Hide action.
Tool Proficiency: The scoundrel is proficient with the Thieves’ Tools.
Languages: speaks Common.