Left-Handed Fang, Male Tabaxi [Permalink]
Personal [hide]
Description: A pudgy man standing about 5'10" has a big stupid grin on his face most of the time. He wears rags and sports a simple walking cane. He has moderate length orange fur. He wears large thick round spectacles.
Personality: He believes mankind has become decadent and spoiled by the march of civilization and an end should come to life as we know it. His brief stint in the army gave him the idea he was invincible and that he is the toughest man alive.
History: He was raised in a plains tribe. He was a friend to animals and a trickster. In his defense of animals however he would do severe harm to people. During his travels, Left-Handed and his party rested in a cavern that was (unknown to them) infused with powerful dark magic. Upon awakening, Left-Handed discovered the rest of his party dead, transformed into horrible, mindless undead versions of their former selves. Left-Handed fled the cavern, stopping for breath at a small pool, and only then realizing his own horrible transformation.
Motivation: To reunite with his absent mother; and his relatives are trying to arrange a marriage
Flaws: Disease. Bonds: Poor, Nature, Military, Adventurer, Family. Occupation: Mason
Voice: Speaks fast with a slight lisp
Attributes [hide]
Medium (5'10") Tabaxi, Chaotic Good (CR 2)
Armor Class 10
Hit Points 5 (2d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 11 (+0) | 7 (-2) | 9 (-1) | 6 (-2) | 9 (-1) |
Senses Passive Perception 8
Languages Common
Attacks Melee +4 / 1d6+2, Ranged +2 / 1d6+0, Grapple +2
Possessions: 180 gp.
Godfrey Sheldon, Male Human [Permalink]
Personal [hide]
Description: He wears tight fitting pants and leather jackets. He usually doesn't wear a shirt, and he perpetually has his scythe ready. His moppish chestnut hair is in a traditional bowl cut. His brown eyes dart from person to person.
Personality: He does not believe in betrayal or weakness as things to be tolerated. A true patriot, Godfrey would do anything for his country. He is fiercely protective of his fellow citizens and foreign allies.
History: A studious child he never was much for a social life, not because he was unlikable, but because he did not seek it out. Being born in the north, he completed his medical training abroad so as to avoid the war. He returned after the war having achieved medical proficiency. He was a general practitioner in the north for years, until he, through no fault of his own, lost a patient who had a very powerful family. Rather than risk reprisal he made his way south. He has since lost track of the people in his past.
Motivation: He has money and likes to spend it; and an old rival family wants him found
Ideals: Fighting, Justice, Gifted. Bonds: Military, Family, Rich. Occupation: Server
Voice: Switch between two voices
Attributes [hide]
Medium (6'1") Human, Neutral Good (CR 3)
Armor Class 11
Hit Points 19 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 13 (+1) | 9 (-1) | 9 (-1) | 13 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common
Attacks Melee +4 / 1d8+2, Ranged +3 / 1d8+1, Grapple +2
Possessions: 200 gp.
Alvyn Fapplestamp, Male Gnome [Permalink]
Personal [hide]
Description: A man with a friendly, welcoming air about him, he wears a blue coat over a brown low-cut shirt, and a Stetson hat upon his head. His red hair is well kept and his bushy mustache is tapered upwards at the ends. His otherwise smooth face is marked with small tiny scars.
Personality: He is fixated on the number 37. He counts his steps and bites of food to keep in track with it. He seems to be used to being ignored and not questioned about it. He invented a lineage for himself and claims to be descended from several legendary heroes.
History: Alvyn was raised in a hard working conservative environment. He sought a place where he would be rewarded solely on the merits of his skills. This search led him directly into Fortune-teller work with an outfit from a few towns over. Fortune-teller work suited him well, and with each successful project, he earned more gold and more respect from his peers. He has made many enemies by not giving into corruption and outing many instances of it.
Motivation: He is currently in port desperately looking for someone to get him out; and he is unsatisfied with his job
Ideals: Justice. Flaws: Insane. Bonds: Adventurer, Job, Slave. Occupation: Fortune-teller
Voice: Pronounces 'its' and 'is' like 'eats' and 'ease'
Attributes [hide]
Small (3'6") Gnome, Neutral Good (CR 2)
Armor Class 9
Hit Points 8 (2d4)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 7 (-2) | 13 (+1) | 12 (+1) | 10 (+0) | 11 (+0) |
Senses Passive Perception 10
Languages Common, Gnome, Sylvan
Attacks Melee +3 / 1d6+1, Ranged +0 / 1d6-2, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 6 | 4 | 0 |
Possessions: 6000 cp.
Susannah Cornish, Female Human [Permalink]
Personal [hide]
Description: She is scrawny and has patchy silver stubble. She typically wears grey cloth garments or leather armor. She has a hunchback. Her silver hair is well kept. Her violet eyes peer out from beneath her top grey hat.
Personality: She can speak with the recently deceased. She never wears the same outfit twice, unless she absolutely has to.
History: From birth she was tutored by a cruel and relentless mentor. When the war came and ruined her parents she was left adrift. She was a hard woman then and has only learned to fight more as time goes on. She was granted druidic powers by her dying sister.
Motivation: She possesses a valuable artifact that the thieves guild wishes to steal.
Ideals: Gifted, Artistic. Flaws: Ugly, PTSD. Bonds: Mentor. Occupation: Guard
Voice: Soft and mumbly
Attributes [hide]
Medium (4'7") Human, Chaotic Evil (CR 2)
Armor Class 10
Hit Points 5 (2d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 10 (+0) | 9 (-1) | 12 (+1) | 14 (+2) | 6 (-2) |
Senses Passive Perception 12
Languages Common, Elven
Attacks Melee +2 / 1d6+0, Ranged +2 / 1d6+0, Grapple +0
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 4 | 2 | 0 |
Possessions: Just what you see.
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