Thiala Callan, Female Half-Elf [Permalink]
Personal [hide]
Description: A well shaped woman just over fifty, she wears just a yellow suit. Her hair is blonde and curly. She wears round tiny glasses practically rammed into her face.
Personality: She does not care much for physical appearances, nor does she care much for other people. She does however care about what she wants and getting it. She is able to make almost anything out of random pieces of junk.
History: She was born blind and as such lacked many opportunities for work. When she was little, her rather wealthy family often ventured across the plains to a summer home near a large cave. She would wander through that large cave 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 plains due to the painful memories there. Thiala took refuge in the large cave and found the beat up greatsword and armor she uses now. She bought a greatsword and has really upped her game hunting, due to her understanding of decoy and ambush.
Motivation: Her name or reputation has been wronged in the past by goblins, and she desires to right it; and a deep hatred of goblins
Ideals: Gifted. Flaws: Ugly, Disease. Bonds: Nature, Enemies. Occupation: Spy
Voice: Breathy voice
Attributes [hide]
Medium (5'9") Half-Elf, Lawful Good (CR 2)
Armor Class 10
Hit Points 4 (2d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 10 (+0) | 8 (-1) | 9 (-1) | 7 (-2) | 13 (+1) |
Senses Passive Perception 8
Languages Common, Elven
Attacks Melee +2 / 1d6+0, Ranged +2 / 1d6+0, Grapple +0
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 9 |
Possessions: 300 sp. 1 Masterwork Common Melee.
Right-Handed Of Clay, Female Tabaxi [Permalink]
Personal [hide]
Description: She wears a fine chain shirt which she covers with pastel colored cloaks and clothing. She carries a battered shortbow and tarnished glaive as well. Her fur is cut close to her head. Her skin is flawless and her yellow eyes scan people very quickly.
Personality: Deceptive and manipulative this southern gal figured out how to best use her charms to convince people to do what she wants. She keeps company with all sorts of races to see how they think and challenge minds foreign to her own.
History: From birth she was tutored by a cruel and relentless mentor. Her father was supposedly a charlatan fortune teller, but she insists her father was legitimate. 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. Right-Handed fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: Her religion dominates her actions; and she has a rivalry with the church that dominates her actions
Ideals: Fighting, Gifted. Bonds: Attractive, Mentor, Religious. Occupation: Beggar
Voice: Soft and mumbly
Attributes [hide]
Medium (5'5") Tabaxi, Chaotic Evil (CR 1)
Armor Class 12
Hit Points 11 (1d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 15 (+2) | 13 (+1) | 17 (+3) | 5 (-3) | 14 (+2) |
Senses Passive Perception 7
Languages Common, Dwarven, Abyssal, Ignan
Attacks Melee +1 / 1d4-1, Ranged +4 / 1d4+2, Grapple +2
Possessions: 4000 cp.
Bendoo Vance, Female Half-Orc [Permalink]
Personal [hide]
Description: She wears a white costume with the symbols of strength on her torso. She carries a battered shield and tarnished mace as well. Her auburn hair is wavy and long. She wears a mask on her face.
Personality: Eccentric and domineering, Bendoo will drive conversation. She is used to getting what she wants. In part because she is a meticulous planner.
History: She was born several months after her mother was called into army service. When she was little, her rather wealthy family often ventured across the plains to a summer home near a large cave. She would wander through that large cave 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 plains due to the painful memories there. Bendoo took refuge in the large cave and found the beat up mace and armor she uses now. She bought a mace and has really upped her game hunting, due to her understanding of decoy and ambush.
Motivation: She wants nothing more than to rejoin the army; and to fight the greatest warriors and to fight in the greatest battles ever
Ideals: Fighting, Extrovert, Professionalism. Bonds: Military, Nature. Occupation: Merchant
Voice: Sighs a lot, exhausted
Attributes [hide]
Medium (6'3") Half-Orc, Neutral Evil (CR 1)
Armor Class 9
Hit Points 11 (1d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 8 (-1) | 9 (-1) | 12 (+1) | 14 (+2) | 10 (+0) |
Senses Passive Perception 12
Languages Common, Orc, Goblin
Attacks Melee +2 / 1d4+0, Ranged +1 / 1d4-1, Grapple +0
Possessions: Just what you see.
Ortegar Whispermouse, Male Halfling [Permalink]
Personal [hide]
Description: A man of a pale complexion, he wears tight fighting clothing, which leaves very little to the imagination. His white hair is slicked back into a classic pompadour. His violet eyes are slightly larger than normal.
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. When triggered he is a bloodthirsty maniac, stopping at nothing and killing everything for almost an hour.
History: Born to a Spice Merchant, his father struggled to pay the bills. He became part of the deadliest team of assassins in recent memory. A botched job caused the group to be disbanded. Being a Dyer 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: Seeks redemption; and he is a bit of a kleptomaniac
Ideals: Fighting. Flaws: Insomniac, Insane. Bonds: Criminal record, Poor. Occupation: Dyer
Voice: Deep voice with rolling R's
Attributes [hide]
Small (3'2") Halfling, Neutral Evil (CR 2)
Armor Class 8
Hit Points 14 (2d6)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 5 (-3) | 17 (+3) | 12 (+1) | 6 (-2) | 8 (-1) |
Senses Passive Perception 10
Languages Common, Halfling, Dwarven
Attacks Melee +3 / 1d6+1, Ranged -1 / 1d6-3, Grapple +0
Possessions: Just what you see.
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