Tiaathque Holimion, Female Elf [Permalink]
Personal [hide]
Description: A hulking woman with gigantic muscles, she prefers to wear fine silks, though has several suits of combat armor for her hunting needs. Her long blonde hair reaches down to her waist. This green eyed easterner is not easily forgotten.
Personality: She is calm most of the time but flees social interaction. Her philosophy is that everyone needs a friend and as such shows hospitality towards all.
History: Tiaathque was born in the east. At a young age she loved to build and create. Tiaathque was born on a far eastern plains where she grew up under the tutelage of her father, an expert Stableman. She moves from town to town, unable to find a place to settle.
Motivation: To clean up the streets; and wants to have a good time and be beloved
Ideals: Optimist, Persistence. Flaws: Shy. Bonds: Rich, Immigrant, Guardian. Occupation: Stableman
Voice: Dark and ominous
Attributes [hide]
Medium (5'2") Elf, Neutral Good (CR 1)
Armor Class 12
Hit Points 3 (1d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 14 (+2) | 9 (-1) | 9 (-1) | 6 (-2) | 15 (+2) |
Senses Passive Perception 8
Languages Common, Elven
Attacks Melee +4 / 1d4+2, Ranged +4 / 1d4+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 9 |
Possessions: 20 gp. Malachite (16 gp).
Ozyman Wildheart, Male Halfling [Permalink]
Personal [hide]
Description: He has a missing right leg. He wears a red costume with the symbols of strength on his torso. His hair is short and chestnut. His eyes are green and catlike.
Personality: He has a good heart but also a terrible temper. He will forgive often but not before yelling and berating someone for whatever they have done wrong. He claims to be unscrupulous but at the end of the day he will do what he thinks is right.
History: He was born in a small mountains village. When he was little, his rather wealthy family often ventured across the mountains to a summer home near a ruined castle. He would wander through that ruined castle 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 mountains due to the painful memories there. Ozyman took refuge in the ruined castle and found the beat up dagger and armor he uses now. Some 4 years later his spouse died after the birth of his daughter. Heartbroken, Ozyman never married again. Instead he focused his life to raising his daughter whom he trained as his father had trained him before.
Motivation: Obtaining odd cultural Halfling artifacts is his passion; and wishes to resurrect an old love
Ideals: Justice. Flaws: Antagonistic. Bonds: Nature, In love. Occupation: Mason
Voice: Relaxed voice
Attributes [hide]
Small (3'3") Halfling, Lawful Good (CR 2)
Armor Class 10
Hit Points 17 (2d12)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 9 (-1) | 10 (+0) | 6 (-2) | 6 (-2) | 6 (-2) |
Senses Passive Perception 8
Languages Common, Halfling
Attacks Melee +1 / 1d6-1, Ranged +1 / 1d6-1, Grapple -1
Possessions: 170 gp.
Arannis Iranapha, Male Elf [Permalink]
Personal [hide]
Description: He is a husky man, who wears many layers of old clothing at all times. His long black hair reaches down to his waist. He wears round tiny glasses practically rammed into his face.
Personality: He does not believe in betrayal or weakness as things to be tolerated. He takes great pride in his work and is very well organized. His planner is full of calendar events.
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. His parents died when he was young, and he was unceremoniously dumped in the city orphanage. Arannis grew up in the orphanage, tormented by the older kids and famished from lack of food. To avoid death by starvation, most orphans take to a life of crime or prostitution (often both), and so did Arannis. He struck the Assassin job and began his own company from there.
Motivation: He is a bit of a kleptomaniac.
Ideals: Justice, Gifted. Flaws: Ugly. Bonds: Poor, Job, Criminal record. Occupation: Assassin
Voice: Pronounces 'its' and 'is' like 'eats' and 'ease'
Attributes [hide]
Medium (5'4") Elf, Neutral Evil (CR 1)
Armor Class 11
Hit Points 8 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 13 (+1) | 10 (+0) | 5 (-3) | 14 (+2) | 8 (-1) |
Senses Passive Perception 12
Languages Elven
Attacks Melee +3 / 1d4+1, Ranged +3 / 1d4+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 0 | 0 | 0 | 0 | 0 |
Possessions: 100 sp. 1 Masterwork manacles.
Stannor Nimblefingers, Male Halfling [Permalink]
Personal [hide]
Description: He appears as an extremely gaunt Halfling, and stands approximately 2'10". He wears white robes with leather pauldrons. Though occasionally he wears more armor. He prefers to carry a shortspear, but if one is not available he will default to his dagger, and his gloved hand is found clutching a dagger. His tied-back hair is silver. He wears a mask on his face.
Personality: He is witty, but his monotone delivery comes off as unnerving Only to laugh say gotcha and shoot double pistol fingers at the fooled target.
History: Stannor was born in the south. At a young age he loved to build and create. His first spouse was a Jeweler, they had one daughter, but his spouse won total custody. Without his spouse to temper him he grew out of control. He found several beat up suits of armor and, cannibalizing spare parts, he put together a working one.
Motivation: An old rival family wants him found.
Ideals: Joker, Persistence. Bonds: Family. Occupation: Slave Trader
Voice: Tuts and clicks tongue
Attributes [hide]
Small (2'10") Halfling, Chaotic Good (CR 1)
Armor Class 13
Hit Points 8 (1d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 14 (+2) | 10 (+0) | 11 (+0) | 15 (+2) | 8 (-1) |
Senses Passive Perception 12
Languages Common, Halfling
Attacks Melee +1 / 1d4-1, Ranged +4 / 1d4+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 2 | 1 |
Possessions: 80 gp.
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