Flask In Shadow, Male Tabaxi [Permalink]
Personal [hide]
Description: He is dressed in earthy colors with a brown and blue handkerchief worn on his left side, and carries hammers. His white fur is knotted and matted. His green eyes lackadaisically let the world flow into them.
Personality: He is a hateful person. He taunts others and blames them for his problems. He is terrible with names forgetting people's names several times before they finally stick; this causes him no end of embarrassment.
History: He was born the only child of a wealthy merchant. His parents divorced when he was young, and his mother gained full cudstody. He was regularly beaten by his mother, who blamed him for driving them apart. Recently a tribe of dire rats attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Flask fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: He is unsatisfied with his job; and wants to open a new tavern
Ideals: Fighting, Entrepeneur. Flaws: Antagonistic, Forgetful. Bonds: Job. Occupation: Scribe
Voice: Loud with bravado
Attributes [hide]
Medium (5'0") Tabaxi, True Neutral (CR 1)
Armor Class 11
Hit Points 5 (1d8)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 13 (+1) | 5 (-3) | 9 (-1) | 12 (+1) | 13 (+1) |
Senses Passive Perception 13
Languages Common
Attacks Melee +5 / 1d4+3, Ranged +3 / 1d4+1, Grapple +3
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 11 | 3 | 1 | 0 |
Possessions: 500 sp. Freshwater pearl (4 gp).
Alberich Strakeln, Male Dwarf [Permalink]
Personal [hide]
Description: What flesh remains visible is marred by burns. He is dressed in earthy colors with a grey and black handkerchief worn on his left side. His chestnut hair has been sun bleached extensively. He wears large thick round spectacles.
Personality: He is a pretentious jerk insisting that modern society is full of problems and should revert to a simpler time. He refers to his adoptive mother for almost all things he is unsure about, which are numerous. He is very much still a child and has not developed a drive for self-dependency.
History: The child of northern immigrants he idolized his mother. 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. Some 6 years later his spouse died after the birth of his son. Heartbroken, Alberich never married again. Instead he focused his life to raising his son whom he trained as his mother had trained him before.
Motivation: Regain custody of his son.
Flaws: Ugly, Antagonistic. Bonds: Family, Immigrant, In love. Occupation: Navigator
Voice: Whispers
Attributes [hide]
Medium (4'4") Dwarf, Neutral Good (CR 1)
Armor Class 6
Hit Points 8 (1d8)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 3 (-4) | 11 (+0) | 12 (+1) | 16 (+3) | 9 (-1) |
Senses Passive Perception 13
Languages Common, Dwarven, Goblin
Attacks Melee +3 / 1d4+1, Ranged -2 / 1d4-4, Grapple +1
Possessions: 130 gp.
Drogo Ryley, Male Human [Permalink]
Personal [hide]
Description: This man is typically in his Mercenary uniform. He is muscular with a powerful set of arms. His golden hair, when down, is lengthy. His brown unseeing eyes seem to look past you.
Personality: Always inclined to offer people food he seems plenty friendly. 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 history is one of pain. He was disowned by both parents and raised among the slaves his parents kept. He worked as a nervous Mercenary and found it very stressful. When his spouse passed he lost his only source of income but claims to his daughters to still be retired.
Motivation: To be a Bather again; and balancing his hectic life and new mercenary responsibilities is difficult
Ideals: Philantrophist. Flaws: Disease. Bonds: Job, Family, Slave. Occupation: Mercenary
Voice: Mumbles to self between sentences
Attributes [hide]
Medium (6'5") Human, Lawful Neutral (CR 1)
Armor Class 13
Hit Points 4 (1d4)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 7 (-2) | 16 (+3) | 11 (+0) | 9 (-1) | 11 (+0) | 11 (+0) |
Senses Passive Perception 10
Languages Common
Attacks Melee +0 / 1d4-2, Ranged +5 / 1d4+3, Grapple +3
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 9 |
Possessions: 90 gp.
Orianna Random, Female Tiefling [Permalink]
Personal [hide]
Description: Wearing a closed helm and plate, one would not know what she was had she not made sure her armor was more form fitting than normal. Outside of the suit she wears clothing that is held on in multiple layers but all of it is in poor condition. She wears a colorful flower in her chestnut hair. Her eyes are silver.
Personality: She is not truly malevolent, but she is obsessed with painting. She constantly tries to fill her life with painting. She keeps company with all sorts of races to see how they think and challenge minds foreign to her own.
History: Her psionic talent manifested at a young age. Aiming to upstage a rival house, her parents had her trained. After coming to the age of reason, Orianna took it upon herself to study the psionic arts in their entirety; because of this, she was labeled a dark omen and banished from her homeland. She was granted psionic powers by her dying sister.
Motivation: To be a Body Guard again.
Ideals: Artistic, Gifted. Bonds: Poor, Attractive. Occupation: Miner
Voice: Indian accent
Attributes [hide]
Medium (6'4") Tiefling, Chaotic Neutral (CR 1)
Armor Class 11
Hit Points 5 (1d6)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 13 (+1) | 9 (-1) | 6 (-2) | 8 (-1) | 11 (+0) |
Senses Passive Perception 9
Languages Common
Attacks Melee +2 / 1d4+0, Ranged +3 / 1d4+1, Grapple +1
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 9 |
Possessions: 50 gp. Azurite (7 gp).
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