Barendd Balderk, Male Dwarf [Permalink]
Personal [hide]
Description: This man dresses well, wearing grey shirts, loose pants, and blazers most of the time. He has a penchant for wearing a ring with an oversized topaz on his left hand. His red hair, when down, is lengthy. His gray eyes dart from person to person to random spaces in the air.
Personality: He can speak with the recently deceased. He will pursue extreme courses of action in the short term, confident that they cannot fail.
History: Sold as a small child to a wizard, Barendd was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. His father had invested heavily in several trade routes and wanted him to inherit them. 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 is greedy.
Ideals: Gifted. Flaws: Impulsive. Bonds: Attractive, Rich, Mentor. Occupation: Interpreter
Voice: Uses sign language
Attributes [hide]
Medium (4'4") Dwarf, Lawful Evil (CR 2)
Armor Class 9
Hit Points 9 (2d6)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
7 (-2) | 8 (-1) | 11 (+0) | 11 (+0) | 9 (-1) | 14 (+2) |
Senses Passive Perception 11
Languages Common, Dwarven
Attacks Melee +0 / 1d6-2, Ranged +1 / 1d6-1, Grapple -1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 3 | 0 |
Possessions: 50 gp.
Eleanor Halsey, Female Human [Permalink]
Personal [hide]
Description: She wears a grey coat over a tan low-cut shirt, and a deerstalker hat upon her head. Her attire stands in sharp contrast to her bastard sword, which is beautifully polished and possesses an ornate carving of a skull on it. Her golden hair is matted, messy, and big. Her face is covered beneath a completely black helmet.
Personality: She speaks before she thinks and is too direct. Despite her manner, she is extremely passionate and proud of her job, and she prides herself in being thorough and never missing a detail.
History: Her history is one of pain. She was disowned by both parents and raised among the slaves her parents kept. She was taken as a slave by a traveling circus and forced to perform She became a Fortune-teller soon after.
Motivation: She is unsatisfied with her job; and balancing her hectic life and new fortune-teller responsibilities is difficult
Flaws: Ugly, Impulsive. Bonds: Job, Slave. Occupation: Fortune-teller
Voice: Hard of hearing, loud
Attributes [hide]
Medium (5'11") Human, Lawful Evil (CR 1)
Armor Class 13
Hit Points 12 (1d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
7 (-2) | 16 (+3) | 10 (+0) | 14 (+2) | 5 (-3) | 9 (-1) |
Senses Passive Perception 7
Languages Common, Druidic, Giant
Attacks Melee +0 / 1d4-2, Ranged +5 / 1d4+3, Grapple +4
Possessions: 10 pp.
Three In Shadow, Female Tabaxi [Permalink]
Personal [hide]
Description: Relatively heavier built than your average woman, she is not imposing. She very much looks the part of a Navigator. She has styled her cinnamon fur well, parting it to the left. She wears crescent spectacles with a black brim.
Personality: She is a sleazy, sleazy gal. She has no qualms about using her powers of suggestion to get people to do what she wants. She is underhanded and not above using her wealth and body to get others to do her bidding.
History: Born in the north to a Navigator, Three learned a great deal about her mother's area of expertise. Three was a troubled youth. She spent her days as a hard laborer instead of attending school, and spent her evenings with numerous mobsters and gang members. Three decided she wanted neither the life of her mother nor that of the evil petty criminals she associated with. During her early adolescence, she took a sudden opportunity while working the docks and commandeered a vessel that was left unmanned. After months of barely getting by, Three managed to ambush a major caravan with a load of valuables. Instantly wealthy, she made her way to the capital under a new identity.
Motivation: Revenge; and to be a locksmith again
Bonds: Job, Attractive, Criminal record, Rich, Enemies. Occupation: Navigator
Voice: Smoker's lung
Attributes [hide]
Medium (4'11") Tabaxi, True Neutral (CR 1)
Armor Class 14
Hit Points 6 (1d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 18 (+4) | 10 (+0) | 10 (+0) | 7 (-2) | 14 (+2) |
Senses Passive Perception 16
Languages Common
Attacks Melee +5 / 1d4+3, Ranged +6 / 1d4+4, Grapple +4
Possessions: 70 gp.
Dûgz Southey, Male Half-Orc [Permalink]
Personal [hide]
Description: He does not wear sleeves and tends to eschew shirts when he can avoid it, but does not cut a very imposing figure. He walks with a slouch but will stand straight to his full 5'5" when asserting himself. His hair, while still mostly auburn, has prominent grey streaks. He tend to wears goggles to shield his eyes.
Personality: He is a melancholic, but persistent worker. He resents family life and as such spurns the advances of admirers. He is however nostalgic and wants to reunite with his old comrades. He has some compunction and patriotism and will work for the government before all other clients.
History: Dûgz was born to in a poor docking district. He spent his early days working in the same smith shop his father was employed at, doing general labor. He was part of a huge silver rush, which was taken over by a mining company. The company confiscated a lot of silver, but the shipment was lost. He ran away from his former home and has been making his living as a Architect for the past few years.
Motivation: He wants to meet his childhood hero; and he's attracted to the pc
Flaws: Depressed. Bonds: Adventurer, Poor, Job, Has a crush. Occupation: Architect
Voice: Stutters
Attributes [hide]
Medium (5'5") Half-Orc, Neutral Evil (CR 1)
Armor Class 12
Hit Points 4 (1d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 14 (+2) | 11 (+0) | 8 (-1) | 11 (+0) | 13 (+1) |
Senses Passive Perception 10
Languages Common, Orc
Attacks Melee +3 / 1d4+1, Ranged +4 / 1d4+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 9 |
Possessions: 20 pp.
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