Myria Strongbones, Female Halfling [Permalink]
Personal [hide]
Description: An imposing woman with a heavy stainless steel prosthetic left leg, she dresses in red turtlenecks beneath a grey coat with violet slacks. She has a very tight haircut. She wears an eyepatch.
Personality: She believes mankind has become decadent and spoiled by the march of civilization and an end should come to life as we know it. She moves from fascination to fascination almost instantaneously. If something can keep her interest for a month it is impressive.
History: Born to a Map Maker, her mother struggled to pay the bills. She was a friend to animals and a trickster. In her defense of animals however she would do severe harm to people. She was recently attacked on the road and savagely beaten by bandits.
Motivation: Further expansion of business; and her name or reputation has been wronged in the past by orcs, and she desires to right it
Flaws: Ugly, Hedonist. Bonds: Nature, Poor. Occupation: Sculptor
Voice: Speaks with lower jaw sticking out
Attributes [hide]
Small (2'8") Halfling, Chaotic Neutral (CR 1)
Armor Class 12
Hit Points 8 (1d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 13 (+1) | 11 (+0) | 12 (+1) | 11 (+0) | 7 (-2) |
Senses Passive Perception 10
Languages Common, Halfling, Elven
Attacks Melee +1 / 1d4-1, Ranged +3 / 1d4+1, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 0 | 0 |
Possessions: 2000 cp.
Three On the Mountaintop, Female Tabaxi [Permalink]
Personal [hide]
Description: A 6'3" northern woman, she is bundled in multiple layers and is prepared for a desert trek wearing a turban that covers her face most of the time. She keeps her white fur in a pixie cut. Her green eyes dart around the room hyper actively observing anyone and anything.
Personality: She considers herself the protector of her home. She feels this is her duty and calling. A friendly and beautiful Tabaxi, she is rarely seen without a few beauties around her arms. Though a playboy in all rights, she is no lame duck.
History: Gifted from a young age, Three studied abroad. Her parents enrolled her in a Expert school at a young age so that she could practice her arcane talents. Days after completing her studies, news broke out that her hometown was attacked by gnolls. Three was horrified and prayed that her mother was alright. However, she heard that her mother had died fighting off the gnolls.
Motivation: She is wracked by social anxiety; and several ex partners dislike her way of doing things and want revenge
Ideals: Gifted. Flaws: Fearful. Bonds: Guardian, Attractive, Enemies. Occupation: Armorer
Voice: Mumbles to self between sentences
Attributes [hide]
Medium (6'3") Tabaxi, Lawful Neutral (CR 2)
Armor Class 10
Hit Points 14 (2d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 11 (+0) | 15 (+2) | 12 (+1) | 8 (-1) | 10 (+0) |
Senses Passive Perception 9
Languages Common, Halfling
Attacks Melee +2 / 1d6+0, Ranged +2 / 1d6+0, Grapple +0
Possessions: 380 gp.
Tana Folkor, Female Gnome [Permalink]
Personal [hide]
Description: She is wearing a long, blue, dusty cloak. Her red hair, when down, is lengthy. Her hazel unseeing eyes seem to look past you.
Personality: She can speak with the dead, and doesn't see much difference between the living and dead. She is obsessed with her god.
History: She was born in the east, but her parents moved at a very young age to the south. Tana liked to wander the woods near her home when she was young, something she still likes to do at least once a week. She never liked modest clothing or shoes, so she would wander the woods barefoot and lightly dressed, and she developed a good sense of balance and learned how to climb and swim well. She bought a sickle and has really upped her game hunting, due to her understanding of decoy and ambush.
Motivation: She's repulsed by the PC; and she has a rivalry with the church that dominates her actions
Ideals: Gifted. Flaws: Disease, Antagonistic. Bonds: Religious, Immigrant, Nature. Occupation: Servant
Voice: Eastern European accent
Attributes [hide]
Small (3'2") Gnome, Chaotic Good (CR 1)
Armor Class 11
Hit Points 10 (1d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 11 (+0) | 15 (+2) | 12 (+1) | 6 (-2) | 12 (+1) |
Senses Passive Perception 8
Languages Common, Gnome, Druidic
Attacks Melee +2 / 1d4+0, Ranged +2 / 1d4+0, Grapple +0
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 8 |
Possessions: 40 gp.
Myathethil Meliamne, Female Half-Elf [Permalink]
Personal [hide]
Description: The woman speaks with an almost imperceptible accent. She seems to always be the slightest bit damp as if she got out from a pool a few moments ago. She prefers to wear flannel. She has a very tight haircut. Her face possesses mild wrinkles. Her smile is extraordinarily sincere though she does not smile often.
Personality: She is mildly Half-Elf supremacist, though she does not identify as such. She is underhanded and not above using her wealth and body to get others to do her bidding.
History: From birth she was tutored by a cruel and relentless mentor. When the war came and ruined her parents she was left adrift. She was a hard woman then and has only learned to fight more as time goes on. She left for the north, certain she would find work there.
Motivation: Retire the richest woman in the north; and a strong sense of loyalty to dragonborn people
Flaws: Racist, PTSD. Bonds: Immigrant, Attractive, Mentor. Occupation: Bellfounder
Voice: Low rumbling, strings words together
Attributes [hide]
Medium (4'8") Half-Elf, Neutral Good (CR 1)
Armor Class 11
Hit Points 8 (1d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 13 (+1) | 14 (+2) | 14 (+2) | 13 (+1) | 6 (-2) |
Senses Passive Perception 11
Languages Common, Elven, Ignan, Draconic
Attacks Melee +2 / 1d4+0, Ranged +3 / 1d4+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 3 | 1 | 0 | 0 |
Possessions: 4000 cp.
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Their contribution stands as a beacon of hope for all adventurers!
