Fibblestib Umbodoben, Male Gnome [Permalink]
Personal [hide]
Description: A pudgy man standing about 3'6" has a big stupid grin on his face most of the time. He likes to wear darkened spectacles and heavy clothing, no matter the weather. His hair is long and silver with streaks of white, and is pulled back with small blue clips. His beard is white, braided, and well cared for. He tend to wears goggles to shield his eyes.
Personality: He is quiet and anti-social and can barely make it a few minutes in conversation before his hampering stammer kicks in. He is lazy, self-centered, vain, and jealous.
History: He was born into a rich family. He was one of the best in his class, and was picked up by his current employer. He quickly showed his capability and was soon promoted to a head role. He became a Blacksmith soon after.
Motivation: He is unsatisfied with his job; and doesn't want to be a blacksmith and was forced into it by his family
Flaws: Shy, Selfish. Bonds: Rich, Job, Family. Occupation: Blacksmith
Voice: Old thin voice
Attributes [hide]
Small (3'6") Gnome, Chaotic Evil (CR 1)
Armor Class 13
Hit Points 7 (1d6)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 15 (+2) | 12 (+1) | 8 (-1) | 10 (+0) | 9 (-1) |
Senses Passive Perception 10
Languages Common, Gnome
Attacks Melee +1 / 1d4-1, Ranged +4 / 1d4+2, Grapple +2
Possessions: 5000 cp. 1 Masterwork Common Melee.
Therai Respect, Male Tiefling [Permalink]
Personal [hide]
Description: He is a pot bellied northern man with a big hulking figure and broad shoulders. He wears a fine chain shirt which he covers with green colored cloaks and clothing. His black hair is braided into rings. His eyes are silver and he is always smoking a pipe.
Personality: Quiet and reserved he prefers to listen than to talk. He will nod occasionally and communicate nonverbally. He uses divination through singing.
History: A studious child he never was much for a social life, not because he was unlikable, but because he did not seek it out. His parents were killed by dire rats in a raid when he was still a young child. The dire rats captured him, and made him a slave and general play-thing. He was beaten and tortured regularly, leading to his deformed appearance. Days after completing his studies, news broke out that his hometown was attacked by dire rats. Therai was horrified and prayed that his father was alright. However, he heard that his father had died fighting off the dire rats.
Motivation: A deep hatred of dire rats; and he wants revenge against dire rats
Ideals: Athletic, Gifted. Flaws: Shy, Ugly. Bonds: Enemies. Occupation: Knight
Voice: Middle-eastern accent
Attributes [hide]
Medium (6'7") Tiefling, Lawful Neutral (CR 3)
Armor Class 10
Hit Points 6 (3d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 10 (+0) | 8 (-1) | 14 (+2) | 10 (+0) | 14 (+2) |
Senses Passive Perception 10
Languages Common, Halfling, Gnoll
Attacks Melee +3 / 1d8+1, Ranged +2 / 1d8+0, Grapple +1
Possessions: 1100 sp. 1 Masterwork Common Ranged Weapon. 1 Masterwork Common Melee. 1 Masterwork Common Ranged Weapon.
Sybil Yardley, Female Human [Permalink]
Personal [hide]
Description: Standing 6'0", this woman is dressed in earthy colors with a brown and pastel handkerchief worn on her right side. Her black hair is cut short with large spiked bangs in the front. She has a tattooed face.
Personality: She will rave to anyone who will listen. She is very protective of her business, her home, and her spouse. She is willing to work with less than legal methods but maintains the front of legitimacy.
History: When she was but 7 years old her parents immigrated from the north. Her parents died when she was young, and she was unceremoniously dumped in the city orphanage. Sybil 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 Sybil. Lacking all sense, she decided to go on an adventure. She picked a direction and started trekking.
Motivation: To reunite with her old friends; and balancing her hectic life and new jeweler responsibilities is difficult
Flaws: Insane. Bonds: Criminal record, Immigrant, Adventurer, Job. Occupation: Jeweler
Voice: Tuts and clicks tongue
Attributes [hide]
Medium (6'0") Human, Neutral Evil (CR 2)
Armor Class 10
Hit Points 8 (2d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 10 (+0) | 10 (+0) | 13 (+1) | 14 (+2) | 6 (-2) |
Senses Passive Perception 12
Languages Common, Druidic
Attacks Melee +2 / 1d6+0, Ranged +2 / 1d6+0, Grapple +0
Possessions: 230 gp.
Millicent Astley, Female Human [Permalink]
Personal [hide]
Description: 5'3" and lanky with angular features, she is an attractive figure. She wears tight fitting pants and leather jackets. She usually doesn't wear a shirt. She sports a flattop hair cut. She is very pretty but has cold, dead eyes.
Personality: She is filled with cunning. She likes to feign weakness letting people think she is weak. She is underhanded and not above using her wealth and body to get others to do her bidding.
History: She was born in a small mountains village. Being born in the west, she completed her medical training abroad so as to avoid the war. She returned after the war having achieved medical proficiency. She was a general practitioner in the west for years, until she, through no fault of her own, lost a patient who had a very powerful family. Rather than risk reprisal she made her way east. She has since lost track of the people in her past.
Motivation: Her spouse's relatives view her with great suspicion.
Flaws: Secretive. Bonds: Attractive, Nature, Family. Occupation: Server
Voice: Soothing and warm
Attributes [hide]
Medium (5'3") Human, Chaotic Evil (CR 3)
Armor Class 9
Hit Points 18 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 9 (-1) | 12 (+1) | 9 (-1) | 18 (+4) | 7 (-2) |
Senses Passive Perception 14
Languages Common
Attacks Melee +2 / 1d8+0, Ranged +1 / 1d8-1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 14 | 4 | 2 | 1 | 0 | 0 | 0 | 0 | 0 | 0 |
Possessions: Just what you see.
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Their contribution stands as a beacon of hope for all adventurers!
