Duergath Burrowfound, Male Dwarf [Permalink]
Personal [hide]
Description: He wears a grey costume with the symbols of death on his torso. His hair is black, silky, and of moderate length. His eyes are hazel.
Personality: Duergath is a sociable creature first and foremost. He loves to listen to people at length before talking their ear off. He can carry on conversation for hours and will do so. He also has developed a complete distrust of the Adventurer profession.
History: He served in the navy to pay for his family's outstanding loans. In his formative years he discovered how persuasive he was. He began using that to his advantage selling useless wares at inflated prices. He ran away from his former home and has been making his living as a Locksmith for the past few years.
Motivation: Further expansion of business; and sabotage a competitor
Ideals: Extrovert, Entrepeneur. Bonds: Attractive, Job, Military. Occupation: Locksmith
Voice: Switch between two voices
Attributes [hide]
Medium (4'0") Dwarf, Lawful Evil (CR 2)
Armor Class 12
Hit Points 18 (2d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 14 (+2) | 15 (+2) | 13 (+1) | 11 (+0) | 10 (+0) |
Senses Passive Perception 12
Languages Common, Dwarven, Celestial
Attacks Melee +4 / 1d6+2, Ranged +4 / 1d6+2, Grapple +2
Possessions: 1200 sp.
Cask Shore, Male Tabaxi [Permalink]
Personal [hide]
Description: A man with a cold, calculating air about him, he is dressed in an above average manner. He has cinnamon fur. His voice is smooth and creepy, always level, but somehow just slightly unnerving.
Personality: He likes to make people angry or surprised. Around other people he will do his best to conceal his emotions and appear jolly.
History: His mother raised him in a mountain cabin. Cask liked to wander the woods near his home when he was young, something he still likes to do at least once a week. He never liked modest clothing or shoes, so he would wander the woods barefoot and lightly dressed, and he developed a good sense of balance and learned how to climb and swim well. He was betrayed by a partner and left for dead, teaching him a humbling lesson in trusting others.
Motivation: He is not mentally stable, and does not behave rationally; and he's repulsed by the pc
Flaws: Insane, Antagonistic, Shy. Bonds: Attractive, Nature. Occupation: Tailor
Voice: Timid voice
Attributes [hide]
Medium (5'9") Tabaxi, Chaotic Evil (CR 2)
Armor Class 12
Hit Points 17 (2d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 14 (+2) | 15 (+2) | 12 (+1) | 9 (-1) | 14 (+2) |
Senses Passive Perception 9
Languages Common, Undercommon
Attacks Melee +3 / 1d6+1, Ranged +4 / 1d6+2, Grapple +2
Possessions: 310 gp. Red spinel (60 gp). Iolite (40 gp).
Cimer Fluke, Male Tiefling [Permalink]
Personal [hide]
Description: His left thumb is blackened and bruised, but otherwise he appears quite healthy. He is bundled in multiple layers and is prepared for a desert trek wearing a turban that covers his face most of the time. His hair, while still mostly white, has prominent grey streaks. This red eyed southerner is not easily forgotten.
Personality: He is extraordinarily passive and rarely speaks, let alone speaks his mind. He is vehemently anti-magic. All of it is evil and corrupting in his opinion.
History: He got into the Spy business at a young age. His family was being driven out of business by several neighboring competitors. The father sought out extralegal help and others began closing their doors. He saw this and took pride in his father's willingness to do anything to win. He has drifted from career to career and currently works as a Spy.
Motivation: His religion dominates his actions; and he possesses a valuable artifact that the thieves guild wishes to steal
Ideals: Opinionated. Flaws: Shy. Bonds: Job, Criminal record, Religious. Occupation: Spy
Voice: Gruff and masculine
Attributes [hide]
Medium (5'4") Tiefling, Chaotic Evil (CR 2)
Armor Class 12
Hit Points 11 (2d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 14 (+2) | 12 (+1) | 18 (+4) | 13 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common, Dwarven, Terran, Ignan, Halfling
Attacks Melee +6 / 1d6+4, Ranged +4 / 1d6+2, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 4 | 2 | 0 | 0 |
Possessions: Just what you see.
Three In Woods, Female Tabaxi [Permalink]
Personal [hide]
Description: This woman is unhealthily muscled, almost every single one of her veins is visible when she is not flexing. Her shirts and pants tend to be short and undersized for her due to the difficulty of finding a good tailor. Her gray fur is lengthy. Her eyes are likewise green.
Personality: She is someone who is used to having a large amount of sex appeal. She also lacks a concept of privacy and shares just about everything. She believes the world needs to unite to get rid of brigands once and for all.
History: Her psionic talent manifested at a young age. Aiming to upstage a rival house, her parents had her trained. At a young age her father died while driving off some brigands. Her mother being the stubborn sort decided to stay and helped train her in club use. Recently a tribe of brigands attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Three fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: Someone believes her a fraud; and wants to work out more often
Ideals: Fighting, Athletic, Gifted. Bonds: Attractive, Enemies. Occupation: Marshal
Voice: Soothing and warm
Attributes [hide]
Medium (5'4") Tabaxi, Chaotic Evil (CR 3)
Armor Class 14
Hit Points 9 (3d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 18 (+4) | 13 (+1) | 12 (+1) | 11 (+0) | 19 (+4) |
Senses Passive Perception 10
Languages Common, Sylvan
Attacks Melee +4 / 1d8+2, Ranged +6 / 1d8+4, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 4 | 2 | 1 |
Possessions: Amethyst (60 gp).
Gunter Remington, Male Human [Permalink]
Personal [hide]
Description: This malnourished man is well dressed, constantly wearing a brown suit, yellow shirt, and white tie. His silver hair has been sun bleached extensively. His gray eyes are desperate and heavily dilated. He has the appearance of someone under the heavy influence of drugs.
Personality: He cares much about the opinion of others, both in good and in bad: when keeping in line with his opinion, he thinks highly of the other person, but when opinions clash, he can get violently argumentative. He lacks moral complications. He does what he is told to by employers but not much else. He spends his money on whatever he fancies at the time.
History: He served in the navy to pay for his family's outstanding loans. When Gunter reached his early adolescence his Human mother passed away. Feeling disconnected from the small nearby village afterwards, he decided to travel. His rounds led him into the Army with a few individuals who would become his life-long companions. He's since become an addict/alcoholic.
Motivation: Further expansion of business.
Ideals: Opinionated. Flaws: Addict. Bonds: Poor, Job, Military. Occupation: Ploughman
Voice: Shortens vowels
Attributes [hide]
Medium (5'4") Human, Lawful Evil (CR 1)
Armor Class 11
Hit Points 8 (1d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 13 (+1) | 14 (+2) | 11 (+0) | 17 (+3) | 12 (+1) |
Senses Passive Perception 15
Languages Common
Attacks Melee +5 / 1d4+3, Ranged +3 / 1d4+1, Grapple +3
Possessions: 200 sp. Alexandrite (200 gp).
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