Andry Strongbones, Female Halfling [Permalink]
Personal [hide]
Description: She wears a white vest with golden trim over her white shirt. Her tan leather gloves and pants are well-kept, and her white boots flare out at the collars. She is physically well-built. With bright black hair. Her fierce hazel eyes like to dwell on things.
Personality: She considers herself the perfect lady. She makes a point to always show proper etiquette and frequently critiques the etiquette of others. Her actions favor neither the good nor the evil, as she answers to a power that mortal women fail to acknowledge.
History: She got into the Roofer business at a young age. Her father was a soldier and died while she was still young. Andry was left her father's suit of armor and trained in its use and care. She has achieved small success as a Roofer.
Motivation: To share knowledge with the world; and expand her business
Ideals: Impeccable, Logical. Bonds: Religious, Job, Military. Occupation: Roofer
Voice: Forgets to breathe while speaking
Attributes [hide]
Small (3'0") Halfling, Chaotic Neutral (CR 3)
Armor Class 12
Hit Points 21 (3d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 13 (+1) | 15 (+2) | 11 (+0) | 13 (+1) | 11 (+0) |
Senses Passive Perception 11
Languages Common, Halfling
Attacks Melee +1 / 1d8-1, Ranged +3 / 1d8+1, Grapple +3
Possessions: 200 gp. 3 Tanglefoot bags. 2 Holy water. 1 Everburning torch.
Gildmak Tosscobble, Male Halfling [Permalink]
Personal [hide]
Description: He is of a modest build and height, but he carries himself more imposing than he is. He is armored in gleaming platemail with gilded edges. A flowing white cape and mantle trimmed with soft green waves gently in the breeze. His silver hair is heavily combed to the right. His otherwise smooth face is marked with small tiny scars.
Personality: He tends to agree with only himself unless someone else's opinion sounds like he can profit from it. He tries to control his temper but he can't always stop himself from what he feels what must be done. Gildmak is a bit of a follower. Usually he is manipulated by his sisters into helping them out, but recently he has become more of a free agent.
History: He comes from a rich northern family. In his formative years he discovered how persuasive he was. He began using that to his advantage selling useless wares at inflated prices. He was always very intelligent and has formed a secret society of specialists.
Motivation: His relatives are trying to arrange a marriage.
Ideals: Entrepeneur. Flaws: Antagonistic, Secretive. Bonds: Rich, Family. Occupation: Fortune-teller
Voice: Aggressive tone
Attributes [hide]
Small (3'2") Halfling, Chaotic Good (CR 2)
Armor Class 13
Hit Points 3 (2d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 14 (+2) | 5 (-3) | 11 (+0) | 8 (-1) | 10 (+0) |
Senses Passive Perception 9
Languages Common, Halfling
Attacks Melee +4 / 1d6+2, Ranged +4 / 1d6+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 2 | 2 |
Possessions: 7000 cp. Large well-done wool tapestry (100 gp).
Beleth Comedy, Female Tiefling [Permalink]
Personal [hide]
Description: Her right thumb is blackened and bruised, but otherwise she appears quite healthy. She tends to wear a green poncho over her likewise colored trousers and shirt. Her hair is blue and very short. Her gold eyes are slightly larger than normal.
Personality: She is filled with cunning. She likes to feign weakness letting people think she is weak. She is a big fan of imagination and believes people should spend more time reading and writing.
History: Sold as a small child to a slaver, Beleth was an assistant, and all too frequently test subject. She eventually earned her freedom when her former master disappeared. When she was little, her rather wealthy family often ventured across the desert to a summer home near a ruined castle. She would wander through that ruined castle and adventure through it for days. One day while adventuring a terrible storm took place and she was stranded inside. Her family spent the next few days looking for her, and could only assume she was dead when it came time to leave. The family never returned to the desert due to the painful memories there. Beleth took refuge in the ruined castle and found the beat up whip and armor she uses now. She guards a vault combo very seriously as well as the key needed to open it.
Motivation: Expand her business; and sabotage a competitor
Ideals: Logical. Flaws: Secretive. Bonds: Mentor, Nature, Job. Occupation: Guard
Voice: Slow speaker
Attributes [hide]
Medium (4'9") Tiefling, True Neutral (CR 1)
Armor Class 9
Hit Points 8 (1d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 9 (-1) | 14 (+2) | 13 (+1) | 12 (+1) | 16 (+3) |
Senses Passive Perception 11
Languages Common, Celestial
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 | 3 | 1 | 0 |
Possessions: 50 gp.
Aline Thackeray, Female Human [Permalink]
Personal [hide]
Description: She wears baggy grey pantaloons and a brown scarf. Her long auburn hair reaches down to her waist. Her eyes are violet.
Personality: Aline speaks confidently about a variety of topics with grace. She is clearly well-traveled and educated. When she's not drinking or sleeping the drinks off, she's doing poetry.
History: She was raised in a desert tribe. She helped her mother out around the business and became quite the natural. She has drifted from career to career and currently works as a Fisher.
Motivation: She would like to get married and retire; and to be a spice merchant again
Ideals: Impeccable, Artistic. Bonds: Nature, Job, Has a crush. Occupation: Fisher
Voice: Gruff and masculine
Attributes [hide]
Medium (5'9") Human, Chaotic Good (CR 1)
Armor Class 8
Hit Points 7 (1d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 7 (-2) | 5 (-3) | 12 (+1) | 15 (+2) | 9 (-1) |
Senses Passive Perception 14
Languages Common, Undercommon
Attacks Melee +4 / 1d4+2, Ranged +0 / 1d4-2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 0 | 0 | 0 | 0 | 0 |
Possessions: 30 gp.
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