Lilith Heal, Female Tiefling [Permalink]
Personal [hide]
Description: Her left side is far more bruised and cut up than her other. She tends to wear a large green jacket. Her hair, while still mostly blue, has prominent grey streaks. She wears round tiny glasses practically rammed into her face.
Personality: Lilith is depressed about a lot of things. She tends to be a nihilist. She seeks to pay back kindness whenever she gets the chance. Whether it be in the form of unwanted serenades or the latest gossip she always seeks to do solids for her friends.
History: She comes from a rich southern family. Her father was supposedly a charlatan fortune teller, but she insists her father was legitimate. She was recently attacked on the road and savagely beaten by bandits.
Motivation: She has money and likes to spend it; and several ex partners dislike her way of doing things and want revenge
Ideals: Philantrophist. Flaws: Ugly, Depressed. Bonds: Rich, Religious, Enemies. Occupation: Masseuse
Voice: Mumbles to self between sentences
Attributes [hide]
Medium (4'10") Tiefling, Lawful Good (CR 1)
Armor Class 10
Hit Points 12 (1d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 10 (+0) | 15 (+2) | 13 (+1) | 9 (-1) | 19 (+4) |
Senses Passive Perception 9
Languages Common, Aquan
Attacks Melee +3 / 1d4+1, Ranged +2 / 1d4+0, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 9 |
Possessions: 100 gp. 1 Banded mail.
Liftrasa Frostbeard, Female Dwarf [Permalink]
Personal [hide]
Description: A woman of a pale complexion, she prefers to wear brown pants and tee shirts. Her golden hair is lengthy and is close to two feet long. Her otherwise smooth face is marked with small tiny scars.
Personality: She is happy with her job as a Miller. She turns her eye from what people do, preferring to live and let live. She passes on several rewards to people in need. She makes a point to leave places better than she found them.
History: She was raised in a white middle class family as the only child. Being born in the west, she completed her medical training abroad so as to avoid the war. She returned after the war having achieved medical proficiency. She was a general practitioner in the west for years, until she, through no fault of her own, lost a patient who had a very powerful family. Rather than risk reprisal she made her way south. She then took over the family business and is one of the better Miller for hire.
Motivation: She is not mentally stable, and does not behave rationally; and she is unsatisfied with her job
Ideals: Philantrophist. Flaws: Mundane, Insane. Bonds: Job, Family. Occupation: Miller
Voice: Sensual and smooth
Attributes [hide]
Medium (4'3") Dwarf, Lawful Neutral (CR 1)
Armor Class 11
Hit Points 10 (1d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 13 (+1) | 15 (+2) | 13 (+1) | 12 (+1) | 9 (-1) |
Senses Passive Perception 11
Languages Common, Dwarven, Druidic
Attacks Melee +1 / 1d4-1, Ranged +3 / 1d4+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 3 | 1 | 0 |
Possessions: 300 sp.
Baggi Yorke, Female Half-Orc [Permalink]
Personal [hide]
Description: This eastern woman wears a white vest and prefers black and white shirts. Her boots appear to have been at one point steel toed but are quite worn down. Her clothes are grease stained in places. Her silver hair is kept up in a ponytail inside a feathered hat. Her face is feral with sharp distinguishing features. Her spectacle hidden eyes are a deep brown.
Personality: She is very quiet and rarely speaks above a whisper. Only to laugh say gotcha and shoot double pistol fingers at the fooled target.
History: Born in the east her family was never financially stable. When money was particularly tight she was walking through alleys when she overheard a Dyer hiring some criminals to sabotage a competitor. She made her way to the other competitor and parlayed her knowledge into a job. She left for the east, certain she would find work there.
Motivation: An old rival family wants her found; and she is greedy
Ideals: Joker. Flaws: Ugly, Shy. Bonds: Poor, Immigrant. Occupation: Dyer
Voice: Scandinavian accent
Attributes [hide]
Medium (6'0") Half-Orc, Lawful Good (CR 2)
Armor Class 10
Hit Points 17 (2d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 11 (+0) | 16 (+3) | 11 (+0) | 8 (-1) | 11 (+0) |
Senses Passive Perception 9
Languages Common, Orc
Attacks Melee +3 / 1d6+1, Ranged +2 / 1d6+0, Grapple +1
Possessions: 270 gp. Bloodstone (60 gp). Freshwater pearl (14 gp). Amber (60 gp).
Enidda Glittergem, Female Gnome [Permalink]
Personal [hide]
Description: A 3'4" western woman, she wears many layers of old clothing at all times. Her hair is greying and her face has many wrinkles. She has gleaming, smiling hazel eyes.
Personality: She is highly sensitive about her name. She loathes it, but will not take any guff about it from anyone. She spends most of her days drinking in the Inn, the rowdiest and most dangerous establishment in town. There she gambles, wrestles and listens to stories told by travelers.
History: She was born to a pair of big game hunters, but was frequently ill as a child. A few years later when the north was not economically sound they moved to her current location. She has dedicated herself to building a better village for her children.
Motivation: She wants to meet her childhood hero; and meet up once more with her childhood friend
Flaws: Ugly, Sensitive, Disease. Bonds: Poor, Adventurer, Immigrant. Occupation: Glassblower
Voice: Dark and ominous
Attributes [hide]
Small (3'4") Gnome, Lawful Neutral (CR 1)
Armor Class 11
Hit Points 12 (1d10)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 11 (+0) | 14 (+2) | 12 (+1) | 15 (+2) | 12 (+1) |
Senses Passive Perception 12
Languages Common, Gnome, Terran
Attacks Melee +1 / 1d4-1, Ranged +2 / 1d4+0, Grapple +0
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 0 | 0 | 0 | 0 | 0 |
Possessions: 3000 cp.
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Their contribution stands as a beacon of hope for all adventurers!
