Whurbin Bigtoe, Male Dwarf [Permalink]
Personal [hide]
Description: He appears as an extremely gaunt Dwarf, and stands approximately 4'4". He wears grey leather gloves, a grey jacket, and tight pants, and his gloved hand is found clutching a flail. He wears his hair in dreadlocks. Judging by the bloodshot nature of his eyes and the massive bags underneath them one would imagine he has not slept for days.
Personality: He is filled with cunning. He likes to feign weakness letting people think he is weak. He is a very good compulsive liar and kleptomaniac.
History: Whurbin was born into a poor family. Growing up, he dreamt of becoming a Sorcerer, to bring honor to his family’s name. When he came of age, he applied for a position with his town's local guard, looking to work his way up via merit and eventually become a Sorcerer in service of a powerful lord somewhere. Whurbin abandoned his home at a very young age, living in the fields and plains. He survived everyday through hunting and stealing from passersby. He did whatever it took for him to survive. Being a Herbalist 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: He is a bit of a kleptomaniac; and he feels that his past leaves him morally obligated to help
Flaws: Insomniac, Secretive. Bonds: Criminal record, Poor, Adventurer. Occupation: Herbalist
Voice: Pronounces O like U
Attributes [hide]
Medium (4'4") Dwarf, Neutral Evil (CR 1)
Armor Class 9
Hit Points 7 (1d4)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 8 (-1) | 17 (+3) | 15 (+2) | 9 (-1) | 15 (+2) |
Senses Passive Perception 9
Languages Common, Dwarven, Terran, Celestial
Attacks Melee +5 / 1d4+3, Ranged +1 / 1d4-1, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 5 | 3 | 0 | 0 | 0 | 0 |
Possessions: 500 sp.
Sorath Deft, Female Tiefling [Permalink]
Personal [hide]
Description: She is armored in gleaming platemail with gilded edges. A flowing black cape and mantle trimmed with soft brown waves gently in the breeze. She has no hair. She has a very pronounced jaw and large eyebrows. She wears rectangular glasses with silver brims.
Personality: Cocky and sure of herself, she believes she is the best Laborer born in the past three hundred years. She tends to be very friendly, and is drawn to music, the smells of food and wine, and out-door festivals.
History: Her parents moved while she was still in utero so she is the first generation to be born here. She sought a place where she would be rewarded solely on the merits of her skills. This search led her directly into Laborer work with an outfit from a few towns over. Laborer work suited her well, and with each successful project, she earned more gold and more respect from her peers. She now mingles about in high society.
Motivation: She has money and likes to spend it.
Ideals: Optimist. Flaws: Ugly. Bonds: Rich, Job, Immigrant. Occupation: Laborer
Voice: Australian accent
Attributes [hide]
Medium (5'9") Tiefling, True Neutral (CR 2)
Armor Class 13
Hit Points 13 (2d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 16 (+3) | 15 (+2) | 9 (-1) | 14 (+2) | 14 (+2) |
Senses Passive Perception 12
Languages Common
Attacks Melee +3 / 1d6+1, Ranged +5 / 1d6+3, Grapple +3
Possessions: 500 sp. 1 Bullseye lantern.
Menny Welber, Female Gnome [Permalink]
Personal [hide]
Description: A woman with a calm yet intense air about her, she likes to wear tan tank tops with red skirt. Her silver hair is drawn into a tight pony tail with a skull scrunchie. Her eyes are gray and catlike.
Personality: Deceptive and manipulative this western gal figured out how to best use her charms to convince people to do what she wants. She is an amazing painter.
History: She was born on a small isolated farm. 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: To reunite with her old friends; and obtaining odd cultural tabaxi artifacts is her passion
Ideals: Gifted. Bonds: Attractive, Nature, Family, Adventurer. Occupation: Knight
Voice: Laughs frequently while speaking
Attributes [hide]
Small (3'3") Gnome, Chaotic Neutral (CR 2)
Armor Class 12
Hit Points 12 (2d4)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
7 (-2) | 12 (+1) | 15 (+2) | 10 (+0) | 14 (+2) | 7 (-2) |
Senses Passive Perception 14
Languages Common, Gnome
Attacks Melee +0 / 1d6-2, Ranged +3 / 1d6+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 4 |
Possessions: 30 pp. Sardonyx (80 gp). Rhodochrosite (5 gp). Deep blue spinel (600 gp).
Donaar Skaarzborroosh, Male Dragonborn [Permalink]
Personal [hide]
Description: He is in excellent shape and has a large green mantle and cape that has been intricately interwoven into his brown robe. His silver crest is knotted and matted. His face is feral with sharp distinguishing features. His spectacle hidden eyes are a deep red.
Personality: He is intelligent and cunning, but he will too often allow his rage to get the better of him. He will lose his cool and rely on brute force to carry the day. A fanatic, his devotion to his small selection of gods is unquestionable. He claims to be doing their will and will base all his actions on whether or not they would be pleasing to the gods.
History: His parents moved while he was still in utero so he is the first generation to be born here. When he was little, his rather wealthy family often ventured across the desert to a summer home near a ruined castle. He would wander through that ruined castle and adventure through it for days. One day while adventuring a terrible storm took place and he was stranded inside. His family spent the next few days looking for him, and could only assume he was dead when it came time to leave. The family never returned to the desert due to the painful memories there. Donaar took refuge in the ruined castle and found the beat up rapier and armor he uses now. He left for the north, certain he would find work there.
Motivation: He is compelled to act according to his religious beliefs; and he's repulsed by the pc
Ideals: Athletic. Flaws: Antagonistic. Bonds: Religious, Immigrant, Nature. Occupation: Marshal
Voice: Speaks with lips pursed
Attributes [hide]
Medium (6'4") Dragonborn, Neutral Good (CR 2)
Armor Class 13
Hit Points 12 (2d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 16 (+3) | 8 (-1) | 10 (+0) | 10 (+0) | 16 (+3) |
Senses Passive Perception 10
Languages Common
Attacks Melee +3 / 1d6+1, Ranged +5 / 1d6+3, Grapple +3
Possessions: 250 gp. 2 Antitoxin.
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