Gale Of Clay, Male Tabaxi [Permalink]
Personal [hide]
Description: He is an average looking northern male in his early mid-life. He wears a lot of dark rich colors, with gold accents. He has moderate length black fur. He has a tattooed face.
Personality: He can speak with the recently deceased. His home and work are filled with various knick knacks he has acquired through the years. He cares a great deal for his adopted teenage daughter.
History: A child with a great deal of music talent his parents made sure he got the chance to thrive. His mother worked until he suffered an accident while they were digging through a hill for a new route. He had to support his now crippled mother and took his mother's old job. He now has a substantial network of resources ranging from contacts to ships to peers.
Motivation: Doesn't want to be a Body Guard and was forced into it by his family; and his spouse's relatives view him with great suspicion
Ideals: Gifted, Artistic, Entrepeneur. Bonds: Attractive, Family. Occupation: Body Guard
Voice: Excited and jittery
Attributes [hide]
Medium (5'6") Tabaxi, Chaotic Good (CR 1)
Armor Class 8
Hit Points 4 (1d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 7 (-2) | 11 (+0) | 9 (-1) | 13 (+1) | 14 (+2) |
Senses Passive Perception 14
Languages Common
Attacks Melee +2 / 1d4+0, Ranged +0 / 1d4-2, Grapple +0
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 9 |
Possessions: 130 gp.
Werydd Battlehammer, Female Dwarf [Permalink]
Personal [hide]
Description: She is a woman of bearing and well nourished. She wears an old set of leather armor, nicked and torn by the ravages of time and battle. She has white hair. She tend to wears goggles to shield her eyes.
Personality: She is a Stylist first and foremost. She believes firmly that knowledge should be universal. She would rather hide behind her crafts than deal with other people.
History: She was born to a pair of big game hunters, but was frequently ill as a child. A freak accident while working with her Assassin mother left her crippled. She hopes to save up enough money to one day pay a cleric to cure her.
Motivation: Sabotage a competitor; and to be a assassin again
Ideals: Artistic. Flaws: Shy, Disease. Bonds: Job. Occupation: Stylist
Voice: Scandinavian accent
Attributes [hide]
Medium (4'0") Dwarf, Neutral Evil (CR 1)
Armor Class 12
Hit Points 9 (1d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 14 (+2) | 12 (+1) | 12 (+1) | 10 (+0) | 8 (-1) |
Senses Passive Perception 10
Languages Common, Dwarven, Abyssal
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 | 3 |
Possessions: 130 gp. 1 Masterwork Common Melee.
Tod Stoutman, Male Halfling [Permalink]
Personal [hide]
Description: He wears a red vest and prefers black and white shirts. His boots appear to have been at one point steel toed but are quite worn down, but does not cut a very imposing figure. He walks with a slouch but will stand straight to his full 3'4" when asserting himself. His chestnut hair and beard is wavy and long. His green eyes are desperate and heavily dilated. He has the appearance of someone under the heavy influence of drugs.
Personality: Always inclined to offer people food he seems plenty friendly. He is always in debt, since he spends his money on lavish parties and gifts for friends
History: Tod was born the youngest of three triplets. 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 was recently attacked on the road and savagely beaten by bandits.
Motivation: Doesn't want to be a Mercenary and was forced into it by his family.
Ideals: Philantrophist. Flaws: Ugly, Addict, Impulsive. Bonds: Family. Occupation: Mercenary
Voice: Middle-eastern accent
Attributes [hide]
Small (3'4") Halfling, Chaotic Evil (CR 1)
Armor Class 14
Hit Points 3 (1d6)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 16 (+3) | 4 (-3) | 16 (+3) | 5 (-3) | 14 (+2) |
Senses Passive Perception 7
Languages Common, Halfling, Goblin, Aquan, Draconic
Attacks Melee +1 / 1d4-1, Ranged +5 / 1d4+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 7 |
Possessions: 100 sp.
Traubon Helcral, Male Dwarf [Permalink]
Personal [hide]
Description: He is an average looking western male in his early mid-life. He tends to wear a grey poncho over his likewise colored trousers and shirt. His golden hair is heavily combed to the right. His thin eyebrows rest above his beady blue eyes.
Personality: While he acts the brute, he is far gentler than he would appear. He always tries to repair and not replace. It was this mentality that drove him into the Seamstress business.
History: He was born in a small mountains village. His parents died when he was young, and he was unceremoniously dumped in the city orphanage. Traubon 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 Traubon. Recently he has begun working with bootleggers and crooks.
Motivation: A rival would like him out of the picture; and he has decided he is irredeemable
Ideals: Fighting, Persistence. Flaws: Ugly. Bonds: Nature, Criminal record. Occupation: Seamstress
Voice: Speaks through clenched teeth
Attributes [hide]
Medium (4'0") Dwarf, Chaotic Evil (CR 1)
Armor Class 13
Hit Points 10 (1d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 17 (+3) | 14 (+2) | 10 (+0) | 11 (+0) | 10 (+0) |
Senses Passive Perception 10
Languages Common, Dwarven
Attacks Melee +4 / 1d4+2, Ranged +5 / 1d4+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 3 | 1 |
Possessions: 70 gp. Red spinel (110 gp). 1 Simple lock.
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Their contribution stands as a beacon of hope for all adventurers!
