Nelkin Underbough, Male Halfling [Permalink]
Personal [hide]
Description: This malnourished man wears red leather gloves, a red jacket, and tight pants. He has dyed his greying chestnut hair a little too much giving a sharp chestnut color. His violet eyes show the wear and tear of someone lonely with a great burden to carry.
Personality: He is quiet and unassuming. He ignores others and carries on with his job unassumingly. He uses his nature as a weapon; he likes to lead opponents to think him in distress.
History: Gifted from a young age, Nelkin studied abroad. He was one of the best in his class, and was picked up by his current employer. He quickly showed his capability and was soon promoted to a head role. He is untrained/undisciplined, which makes him dangerous.
Motivation: Balancing his hectic life and new Barkeep responsibilities is difficult; and sabotage a competitor
Ideals: Gifted. Flaws: Secretive, Insane. Bonds: Poor, Job. Occupation: Barkeep
Voice: Adds syll-ab-les for em-pha-sis
Attributes [hide]
Small (3'1") Halfling, Chaotic Neutral (CR 3)
Armor Class 10
Hit Points 2 (3d4)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
7 (-2) | 8 (-1) | 4 (-3) | 5 (-3) | 12 (+1) | 8 (-1) |
Senses Passive Perception 11
Languages Common, Halfling
Attacks Melee +0 / 1d8-2, Ranged +1 / 1d8-1, Grapple -1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 7 |
Possessions: 400 gp. 1 Masterwork Common Melee. 1 Masterwork Common Melee. 1 Masterwork Uncommon Weapon.
Purban Honeypot, Male Halfling [Permalink]
Personal [hide]
Description: This man tends to wear a white poncho over his likewise colored trousers and shirt. He is muscular with a powerful set of arms. His hair is greying and his face has many wrinkles. He has a dull look in his amber eyes.
Personality: He likes to brag about his accomplishments and constantly tries to beat others to the punch. His brief stint in the army gave him the idea he was invincible and that he is the toughest man alive.
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. Purban abandoned his home at a very young age, living in the fields and plains. He survived everyday through hunting and stealing from passersby. He did whatever it took for him to survive. He has became unsatisfied with his lot in life, and decided to take up adventuring.
Motivation: He has money and likes to spend it; and he is greedy
Ideals: Passionate, Gifted. Bonds: Military, Adventurer, Rich. Occupation: Mortician
Voice: Deep voice with rolling R's
Attributes [hide]
Small (3'2") Halfling, Lawful Neutral (CR 1)
Armor Class 12
Hit Points 6 (1d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
7 (-2) | 12 (+1) | 7 (-2) | 10 (+0) | 10 (+0) | 15 (+2) |
Senses Passive Perception 10
Languages Common, Halfling
Attacks Melee +0 / 1d4-2, Ranged +3 / 1d4+1, Grapple +1
Possessions: 40 gp.
Azza Disdain, Female Tiefling [Permalink]
Personal [hide]
Description: She is wearing a tight black one piece outfit complete with pants, hood, and a cape. She is physically well-built. Her purple hair is singed and shortened. Her red eyes peer out from beneath her broad black hat.
Personality: She is unhospitable to her core. Her small house has "No trespassing" Signs all over it. Her respect, as difficult as one would find it to earn, is unwavering; those who more than prove themselves to her, a bar set well above any reasonable standard, she tolerates in varying degrees. Though less modest and more hasty in her reactions to snap at those who irritate her, Azza is combative with any and all who dare try her patience in the slightest.
History: Born the oldest of a large religious northern family, she was no stranger to responsibility. A freak accident while working with her Herbalist father left her crippled. She was betrayed by a partner and left for dead, teaching her a humbling lesson in trusting others.
Motivation: Her religion dominates her actions.
Ideals: Justice. Flaws: Ugly, Antagonistic, Disease. Bonds: Religious. Occupation: Locksmith
Voice: Shortens vowels
Attributes [hide]
Medium (5'2") Tiefling, Chaotic Good (CR 1)
Armor Class 9
Hit Points 8 (1d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 8 (-1) | 7 (-2) | 9 (-1) | 13 (+1) | 10 (+0) |
Senses Passive Perception 11
Languages Common
Attacks Melee +4 / 1d4+2, Ranged +1 / 1d4-1, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 0 | 0 | 0 | 0 |
Possessions: 300 sp. 1 Simple lock.
John Ridley, Male Human [Permalink]
Personal [hide]
Description: He is in excellent shape and wears a brown tunic with green highlights, and long grey pants that bunch up around his shoes. His hair is cut close to his head. His fierce hazel eyes like to dwell on things.
Personality: Aside from being a little slow due to sleep deprivation he is generally quite perceptive. He notices little details and can draw good conclusions from them. John enjoys physical pleasures, and is well known for his love of warm baths in the hot springs near the town.
History: Born to a Beggar, his father struggled to pay the bills. In his 10th year, his parents were killed by a gnolls raid, leaving John alone in the world. After a stint in an orphanage, he was adopted. Days after completing his studies, news broke out that his hometown was attacked by gnolls. John was horrified and prayed that his mother was alright. However, he heard that his mother had died fighting off the gnolls.
Motivation: He is content; and his name or reputation has been wronged in the past by gnolls, and he desires to right it
Ideals: Athletic. Flaws: Insomniac, Hedonist, Mundane. Bonds: Poor, Enemies. Occupation: Guard
Voice: Speaks fast with a slight lisp
Attributes [hide]
Medium (5'4") Human, True Neutral (CR 1)
Armor Class 9
Hit Points 8 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 9 (-1) | 10 (+0) | 12 (+1) | 9 (-1) | 14 (+2) |
Senses Passive Perception 9
Languages Common, Gnome
Attacks Melee +3 / 1d4+1, Ranged +1 / 1d4-1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 2 | 1 | 0 |
Possessions: Deep green spinel (40 gp). 3 Alchemist’s fire.
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