Oriff Aranore, Female Dwarf [Permalink]
Personal [hide]
Description: She has a missing right arm. She wears a tattered pair of loose brown pants, a matching torn shirt, and a visible pair of similar condition same color briefs. Her hair, while still mostly red, has prominent grey streaks. This green eyed southerner is not easily forgotten.
Personality: Oriff speaks confidently about a variety of topics with grace. She is clearly well-traveled and educated. She also is a firm believer in the womanly ideal.
History: She was born to a criminal king-pin and mafia family Her parents died when she was young, and she was unceremoniously dumped in the city orphanage. Oriff 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 Oriff. She would ruin relationships and cause injury. She was reprimanded several times before being given her current form and forced to learn humility.
Motivation: She has decided she is irredeemable; and she has comitted a past crime that haunts her to this day
Ideals: Impeccable. Flaws: Impulsive. Bonds: Poor, Criminal record. Occupation: Tanner
Voice: Strong lisp
Attributes [hide]
Medium (4'1") Dwarf, Chaotic Evil (CR 1)
Armor Class 11
Hit Points 11 (1d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 12 (+1) | 17 (+3) | 10 (+0) | 8 (-1) | 9 (-1) |
Senses Passive Perception 9
Languages Common, Dwarven
Attacks Melee +1 / 1d4-1, Ranged +3 / 1d4+1, Grapple +1
Possessions: 1 Everburning torch.
Shivering Of Claws, Female Tabaxi [Permalink]
Personal [hide]
Description: She wears a shirt that is too small, which lets her gut show, with a ratty pastel coat over it. Her beige fur is lengthy. Her face is scarred and worn.
Personality: Aggressive, abrasive, and angry, Shivering embodies much of what other species detest in the Tabaxis. As long as the job gets done she does not care how it got done.
History: She served in the navy to pay for her family's outstanding loans. Her father was very strict, and drilled into her lessons on being the perfect lady. She was recently attacked on the road and savagely beaten by bandits.
Motivation: She doesn't get along with people that don't share her tastes.
Ideals: Professionalism, Impeccable. Flaws: Ugly, Antagonistic. Bonds: Military. Occupation: Layabout
Voice: Speaks with back of mouth
Attributes [hide]
Medium (6'5") Tabaxi, Chaotic Neutral (CR 2)
Armor Class 12
Hit Points 10 (2d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 15 (+2) | 14 (+2) | 14 (+2) | 12 (+1) | 7 (-2) |
Senses Passive Perception 11
Languages Common, Orc, Infernal
Attacks Melee +6 / 1d6+4, Ranged +4 / 1d6+2, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 4 | 2 | 0 | 0 | 0 |
Possessions: 400 gp. Azurite (14 gp). Tiger eye turquoise (14 gp). Jet (140 gp). 1 Darkwood Buckler.
Cockaby Cobblelob, Male Gnome [Permalink]
Personal [hide]
Description: He stands about 3'7" and is wearing a long, blue cloak. His right leg appears badly burned and disfigured. His silver hair is greasy and uncared for. His eyes are a pleasant brown.
Personality: He will use flattery and sarcasm to attack and weaken his opponents. Despite his formidable combat skills he remains a coward. He uses his nature as a weapon; he likes to lead opponents to think him in distress.
History: He grew up in a lower middle class home, but living comfortably wasn't enough. Through the years after Cockaby was born, his father became increasingly distant from his family, instead choosing to pursue power in the north. Cockaby's father didn't care for him much, and the feeling was mutual. He guards a vault combo very seriously as well as the key needed to open it.
Motivation: He is content.
Ideals: Fighting. Flaws: Ugly, Secretive, Mundane, Antagonistic. Occupation: Map Maker
Voice: Shortens vowels
Attributes [hide]
Small (3'7") Gnome, Neutral Good (CR 1)
Armor Class 10
Hit Points 5 (1d4)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
6 (-2) | 9 (-1) | 13 (+1) | 9 (-1) | 7 (-2) | 9 (-1) |
Senses Passive Perception 8
Languages Common, Gnome
Attacks Melee +0 / 1d4-2, Ranged +1 / 1d4-1, Grapple -1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 9 |
Possessions: 140 gp. 8 Acid flasks.
Howard Goodearth, Male Halfling [Permalink]
Personal [hide]
Description: A hulking man with gigantic muscles, he wears rags and sports a simple walking cane. His hair is cut close to his head. His eyes are gray and catlike.
Personality: He is curt in most of his responses. He prefers to keep his word usage to a minimum to avoid giving away unnecessary information. He takes great pride in his work and is very well organized. His planner is full of calendar events.
History: Howard was raised in a hard working conservative environment. When he was little, his rather wealthy family often ventured across the desert to a summer home near a old dungeon. He would wander through that old dungeon 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. Howard took refuge in the old dungeon and found the beat up trident and armor he uses now. He became a Mayor soon after.
Motivation: Expand his business; and he has comitted a past crime that haunts him to this day
Flaws: Shy. Bonds: Poor, Job, Nature, Criminal record. Occupation: Mayor
Voice: Puts emphasis on the wrong words
Attributes [hide]
Small (3'1") Halfling, Neutral Evil (CR 1)
Armor Class 14
Hit Points 5 (1d6)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
5 (-3) | 16 (+3) | 9 (-1) | 9 (-1) | 11 (+0) | 14 (+2) |
Senses Passive Perception 10
Languages Common, Halfling
Attacks Melee -1 / 1d4-3, Ranged +5 / 1d4+3, Grapple +3
Possessions: 20 pp. Cloth of gold vestments (30 gp). 1 Masterwork Light steel shield.
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