Flask Of Winter, Male Tabaxi [Permalink]
Personal [hide]
Description: What flesh remains visible is marred by burns. He is wearing the road beaten gear of a warrior. He keeps his long lavender fur kept up in a rat tail. He is missing an eye and his face is severely sunburned. His one remaining eye shines green.
Personality: He snorts whenever he laughs or is feeling confident. He is stubborn though. He always likes to keep a trick up his sleeve. He likes to fight dirty and will kick and punch below the belt if he feels he even has a chance of losing.
History: He was born into a rich family. Like his mother and his brother before him, after school he went straight into learning to become a Cartwright. He has built up a small fortune and can afford his own way.
Motivation: He has passion for adventuring and risk; and to fight the greatest warriors and to fight in the greatest battles ever
Ideals: Fighting. Flaws: Ugly. Bonds: Criminal record, Rich, Job, Adventurer. Occupation: Cartwright
Voice: Dark and ominous
Attributes [hide]
Medium (6'7") Tabaxi, Neutral Evil (CR 2)
Armor Class 12
Hit Points 22 (2d12)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 14 (+2) | 13 (+1) | 12 (+1) | 3 (-4) | 15 (+2) |
Senses Passive Perception 8
Languages Common, Terran
Attacks Melee +2 / 1d6+0, Ranged +4 / 1d6+2, Grapple +2
Possessions: 700 sp.
Everard Warwick, Male Human [Permalink]
Personal [hide]
Description: He is wearing a long, brown cloak. He has a slight overbite and is overall scrawny. He has wavy silver hair. His face is feral with sharp distinguishing features. His spectacle hidden eyes are a deep violet.
Personality: He will use flattery and sarcasm to attack and weaken his opponents. Despite his formidable combat skills he remains a coward. He has a minor phobia of water and hates getting wet.
History: Everard was raised in a hard working conservative environment. 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 east. He struck the Marshal job and began his own company from there.
Motivation: To settle down with his crush; and he is unsatisfied with his job
Ideals: Fighting. Flaws: Fearful. Bonds: Job, Family, Has a crush. Occupation: Marshal
Voice: Pronounces difficult words wrong
Attributes [hide]
Medium (5'9") Human, Chaotic Good (CR 2)
Armor Class 8
Hit Points 17 (2d12)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 6 (-2) | 10 (+0) | 6 (-2) | 13 (+1) | 11 (+0) |
Senses Passive Perception 11
Languages Common
Attacks Melee +2 / 1d6+0, Ranged +0 / 1d6-2, Grapple +0
Possessions: 5000 cp. Freshwater pearl (15 gp). Rose (60 gp). Citrine (60 gp).
Fenriz Cheer, Male Tiefling [Permalink]
Personal [hide]
Description: He wears a green shirt, with a black mid length shorts with black tights and flats, usually wearing a coat over them. He carries with him a set of daggers on his belt, each one with a amethyst on the hilt. His hair is cut close to his head. His silver eyes have a joyful gleam in them most of the time.
Personality: He is always cheerful, even with a hangover, and is always willing to go through all sorts of trouble to help his friends. He considers everything a fun event and doesn't hold grudges. More though he will beg to come along on any journeys. He will attempt to stowaway on any ship he can in the hopes that it will get him further away.
History: He was born to a pair of big game hunters, but was frequently ill as a child. He graduated from the Naval Academy and went to see the world at the rank of Ensign. He advanced relatively quickly due to his good work ethic, understanding of the chain of command, and natural leadership ability. He hopes to save up enough money to one day pay a cleric to cure him.
Motivation: He is currently in port desperately looking for someone to get him out; and he wants nothing more than to rejoin the army
Ideals: Fighting, Optimist. Flaws: Disease. Bonds: Slave, Military. Occupation: Farmer
Voice: Sensual and smooth
Attributes [hide]
Medium (6'8") Tiefling, Chaotic Good (CR 2)
Armor Class 7
Hit Points 6 (2d4)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 8 (-1) | 5 (-3) | 11 (+0) | 15 (+2) | 12 (+1) | 11 (+0) |
Senses Passive Perception 11
Languages Common, Halfling, Druidic
Attacks Melee +1 / 1d6-1, Ranged -1 / 1d6-3, Grapple -1
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 12 | 6 | 4 | 0 | 0 | 0 | 0 |
Possessions: 3000 cp.
Purah Verity, Female Tiefling [Permalink]
Personal [hide]
Description: She wears bulky green painted plate armor. Her attire stands in sharp contrast to her quarterstaff, which is beautifully polished and possesses an ornate carving of a card on it. Her blue hair has been sun bleached extensively. Her eyes, though not visible through her cowl, are black.
Personality: She seems absolutely devoid of it. She stares off into space and will respond with overly literal and minimalist answers to questions. The occasional robbery is her preferred attention getting crime, but she mainly uses her means for meeting her own perverse desires.
History: She was born to a criminal king-pin and mafia family She has had some formal dancing training, and achieved minor success. She has since married many spouses, only to have them die. She claims to not be responsible.
Motivation: She is not mentally stable, and does not behave rationally; and she feels that her past leaves her morally obligated to help
Ideals: Artistic. Flaws: Mundane, Insane. Bonds: Criminal record, In love. Occupation: Mayor
Voice: American accent
Attributes [hide]
Medium (6'3") Tiefling, Neutral Evil (CR 1)
Armor Class 11
Hit Points 8 (1d8)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 13 (+1) | 10 (+0) | 14 (+2) | 11 (+0) | 9 (-1) |
Senses Passive Perception 10
Languages Common, Goblin, Halfling
Attacks Melee +4 / 1d4+2, Ranged +3 / 1d4+1, Grapple +4
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 10 | 3 | 1 |
Possessions: 30 gp. 2 Thunderstones.
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