Silaqui Aloro, Female Half-Elf [Permalink]
Personal [hide]
Description: This woman is very fat, and has a large yellow mantle and cape that has been intricately interwoven into her grey robe. She wears her brown hair down. Her face is scarred and worn.
Personality: She is fixated on the number 26. She counts her steps and bites of food to keep in track with it. She seems to be used to being ignored and not questioned about it. She pushes her goals aggressively. She is also a coward if confronted.
History: Born the oldest of a large religious southern family, she was no stranger to responsibility. She became part of the deadliest team of assassins in recent memory. A botched job caused the group to be disbanded. She would ruin relationships and cause injury. She was reprimanded several times before being given her current form and forced to learn humility.
Motivation: She is wracked by social anxiety; and she is being blackmailed/forced/etc and this influences her actions
Flaws: Ugly, Insane, Fearful. Bonds: Religious, Criminal record. Occupation: Fletcher
Voice: Spanish accent
Attributes [hide]
Medium (5'9") Half-Elf, True Neutral (CR 1)
Armor Class 10
Hit Points 9 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 11 (+0) | 12 (+1) | 6 (-2) | 9 (-1) | 8 (-1) |
Senses Passive Perception 9
Languages Common, Elven
Attacks Melee +5 / 1d4+3, Ranged +2 / 1d4+0, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 9 |
Possessions: 400 sp.
Hupe Jamjar, Male Halfling [Permalink]
Personal [hide]
Description: He wears professional attire, and carries nunchakus. He wears a small hat to hide his balding. His eyes are hazel.
Personality: He is envious of other's things. He hoards treasure, art, food, wine, and anything that he so desires. He loves being with his children and actually smiles when they are around. He would do anything for them. He dislikes his ex a great deal.
History: His parents moved while he was still in utero so he is the first generation to be born here. His father disappeared, and while he tried to raise money to find his father, he was betrayed dozens of times. Recently a tribe of gnolls attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Hupe fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: His relatives are trying to arrange a marriage; and marry his sister to traveling adventurers
Ideals: Fighting. Flaws: Greedy. Bonds: Attractive, Family, Immigrant. Occupation: Bounty Hunter
Voice: Speaks through clenched teeth
Attributes [hide]
Small (3'2") Halfling, Neutral Good (CR 1)
Armor Class 12
Hit Points 8 (1d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 12 (+1) | 11 (+0) | 11 (+0) | 11 (+0) | 11 (+0) |
Senses Passive Perception 10
Languages Common, Halfling
Attacks Melee +2 / 1d4+0, Ranged +3 / 1d4+1, Grapple +1
Possessions: 140 gp. Deep green spinel (120 gp). 1 Banded mail.
Raam Compassion, Male Tiefling [Permalink]
Personal [hide]
Description: His left thumb is blackened and bruised, but otherwise he appears quite healthy. He wears a robe, a symbol of the four houses of cards around his neck, and a hammer on his belt. His black hair is still thick. He wears an eyepatch.
Personality: He can speak with the dead, and doesn't see much difference between the living and dead. The occasional robbery is his preferred attention getting crime, but he mainly uses his means for meeting his own perverse desires.
History: He was a bastard born out of an affair, and his mother always resented and mistreated him for it out of spite. His family was being driven out of business by several neighboring competitors. The mother sought out extralegal help and others began closing their doors. He saw this and took pride in his mother's willingness to do anything to win. Being a Mayor kept his interest for a while, but then he became depressed and bored. So he turned to a secret life of crime, taking increasingly more risks and challenges.
Motivation: He will attempt to ambush and attack anyone he thinks he can take on alone and try to knock them out with non-lethal damage. If successful, he will try to sell them to his slave-trader contact; and a rival would like him out of the picture
Ideals: Fighting, Gifted. Flaws: Ugly, Antagonistic. Bonds: Criminal record. Occupation: Mayor
Voice: Middle-eastern accent
Attributes [hide]
Medium (5'1") Tiefling, Lawful Evil (CR 1)
Armor Class 11
Hit Points 5 (1d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
6 (-2) | 13 (+1) | 9 (-1) | 11 (+0) | 9 (-1) | 15 (+2) |
Senses Passive Perception 9
Languages Common
Attacks Melee +0 / 1d4-2, Ranged +3 / 1d4+1, Grapple +3
Possessions: 600 sp. 1 Masterwork Common Ranged Weapon.
Great Of Dragons, Female Tabaxi [Permalink]
Personal [hide]
Description: She wears very tight pants and wife beaters, though occasionally she sports a pastel coat. Her brown fur is knotted and matted. Her eyes are likewise hazel. Her teeth are yellowed and unaligned.
Personality: She's a bit of a prankster. She knows she is clumsy and seen as such and will often feign amnesia after injury. Her actions favor neither the good nor the evil, as she answers to a power that mortal women fail to acknowledge.
History: Great was born the youngest of three triplets. Her father was supposedly a charlatan fortune teller, but she insists her father was legitimate. She has since lost track of the people in her past.
Motivation: Her relatives are trying to arrange a marriage; and to reunite with her absent mother
Ideals: Joker. Flaws: Ugly. Bonds: Religious, Family, Slave. Occupation: Stableman
Voice: Speaks like tongue is numb
Attributes [hide]
Medium (4'9") Tabaxi, Chaotic Good (CR 2)
Armor Class 13
Hit Points 7 (2d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 16 (+3) | 10 (+0) | 8 (-1) | 9 (-1) | 11 (+0) |
Senses Passive Perception 9
Languages
Attacks Melee +3 / 1d6+1, Ranged +5 / 1d6+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 9 |
Possessions: 380 gp. Zircon (70 gp).
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Their contribution stands as a beacon of hope for all adventurers!
