Anne Tinley, Female Human [Permalink]
Personal [hide]
Description: She is renowned for her bright brown dresses and hats, and carries morningstars. She wears a broad hat to hide her balding. Her face is full, her cheeks are rosy, and she always seems to sport a perfect smile and a twinkle in her green eyes.
Personality: She is mildly Human supremacist, though she does not identify as such. She is used to getting what she wants. In part because she is a meticulous planner.
History: The child of a Seamstress, who enjoyed hunting, Anne was taken on many hunting expeditions. When she came of age, she joined a caravan that would eventually take her to the capital. She would practice along the way and, when she arrived, be apprenticed to a Fletcher. She bought a morningstar and has really upped her game hunting, due to her understanding of decoy and ambush.
Motivation: She is unsatisfied with her job.
Ideals: Fighting, Professionalism. Flaws: Racist. Bonds: Attractive, Nature, Job. Occupation: Fletcher
Voice: Raspy
Attributes [hide]
Medium (5'7") Human, Chaotic Good (CR 1)
Armor Class 9
Hit Points 5 (1d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 8 (-1) | 13 (+1) | 10 (+0) | 14 (+2) | 9 (-1) |
Senses Passive Perception 12
Languages Common
Attacks Melee +2 / 1d4+0, Ranged +1 / 1d4-1, Grapple +2
Possessions: 600 sp.
Mordai Gift, Male Tiefling [Permalink]
Personal [hide]
Description: He is lean but muscular and wears clothing that is held on in multiple layers but all of it is in poor condition. His white hair is long and unkept. His red unseeing eyes seem to look past you.
Personality: Friendly and accommodating he would invite many more into his home than his spouse would be comfortable with if they did not express concern about it. The occasional robbery is his preferred attention getting crime, but he mainly uses his means for meeting his own perverse desires.
History: He was born blind and as such lacked many opportunities for work. He became part of the deadliest team of assassins in recent memory. A botched job caused the group to be disbanded. He now spends his time doing works of charity.
Motivation: He will attempt to ambush and attack anyone he thinks he can take on alone and try to knock them out with non-lethal damage. If successful, he will try to sell them to his slave-trader contact; and seeks redemption
Ideals: Philantrophist. Flaws: Ugly, Disease. Bonds: Poor, Criminal record. Occupation: Carter
Voice: Farmer accent
Attributes [hide]
Medium (5'5") Tiefling, Chaotic Neutral (CR 1)
Armor Class 11
Hit Points 6 (1d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 12 (+1) | 10 (+0) | 9 (-1) | 9 (-1) | 19 (+4) |
Senses Passive Perception 9
Languages Common
Attacks Melee +4 / 1d4+2, Ranged +3 / 1d4+1, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 9 |
Possessions: 150 gp. Hematite (14 gp). 1 Masterwork Common Ranged Weapon.
Three On the Water, Male Tabaxi [Permalink]
Personal [hide]
Description: He is an average looking eastern male in his early mid-life. He wears a brown costume with the symbols of luck on his torso. His white fur is heavily combed to the right. His amber unseeing eyes seem to look past you.
Personality: He speaks before he thinks and is too direct. To his fellows he is seen as friendly and intelligent, but is angry and unforgiving to the so called fatcats and any who do and have associated with them.
History: Raised by wardens he was only a novice when giants swooped upon their monastery and killed most of the order. He took after his mother in leading caravans. Because they were valued, his mother taught him to defend himself. When his mother died while fighting giants, the young Three began to lead the lost caravan. Days after completing his studies, news broke out that his hometown was attacked by giants. Three was horrified and prayed that his father was alright. However, he heard that his father had died fighting off the giants.
Motivation: Someone believes him a fraud.
Ideals: Entrepeneur. Flaws: Disease, Impulsive. Bonds: Enemies, Religious. Occupation: Map Maker
Voice: Rhymes sentences (sorry)
Attributes [hide]
Medium (6'7") Tabaxi, Chaotic Neutral (CR 1)
Armor Class 10
Hit Points 8 (1d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 10 (+0) | 14 (+2) | 9 (-1) | 10 (+0) | 14 (+2) |
Senses Passive Perception 10
Languages Common
Attacks Melee +3 / 1d4+1, Ranged +2 / 1d4+0, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 9 |
Possessions: 40 gp.
Great In the Storm, Male Tabaxi [Permalink]
Personal [hide]
Description: This malnourished man wears a brown costume with the symbols of luck on his torso. His deerstalker hat is riddled with cuts and holes. His face is covered beneath a completely black helmet.
Personality: Abrasive and pushy, he has a hard time making friends. He always tries to repair and not replace. It was this mentality that drove him into the Seamstress business.
History: He was a bastard born out of an affair, and his mother always resented and mistreated him for it out of spite. Through the years after Great was born, his mother became increasingly distant from his family, instead choosing to pursue power in the south. Great's mother didn't care for him much, and the feeling was mutual. He found several beat up suits of armor and, cannibalizing spare parts, he put together a working one.
Motivation: He's repulsed by the PC.
Ideals: Persistence. Flaws: Ugly, Antagonistic. Bonds: Poor. Occupation: Seamstress
Voice: Gruff and masculine
Attributes [hide]
Medium (5'4") Tabaxi, True Neutral (CR 1)
Armor Class 11
Hit Points 10 (1d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 13 (+1) | 7 (-2) | 14 (+2) | 4 (-3) | 12 (+1) |
Senses Passive Perception 7
Languages Common, Dwarven, Ignan
Attacks Melee +2 / 1d4+0, Ranged +3 / 1d4+1, Grapple +1
Possessions: 800 sp. 1 Masterwork Uncommon Weapon.
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