Sun Of Claws, Female Tabaxi [Permalink]
Personal [hide]
Description: This woman does not wear sleeves and tends to eschew shirts when she can avoid it. She is muscular with a powerful set of arms. She wears her black fur up. She has gleaming, smiling hazel eyes.
Personality: She is unhospitable to her core. Her small house has "No trespassing" Signs all over it. Her home and work are filled with various knick knacks she has acquired through the years. She cares a great deal for her adopted teenage son.
History: Her parents moved while she was still in utero so she is the first generation to be born here. She graduated from the Naval Academy and went to see the world at the rank of Ensign. She advanced relatively quickly due to her good work ethic, understanding of the chain of command, and natural leadership ability. She has since lost track of the people in her past.
Motivation: Find a way to reverse the transformation of her sister; and obtaining odd cultural dwarven artifacts is her passion
Flaws: Antagonistic. Bonds: Family, Immigrant, Military, Adventurer. Occupation: Roofer
Voice: Creaky witch voice
Attributes [hide]
Medium (5'10") Tabaxi, Neutral Good (CR 2)
Armor Class 12
Hit Points 12 (2d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 15 (+2) | 11 (+0) | 10 (+0) | 14 (+2) | 14 (+2) |
Senses Passive Perception 12
Languages Common
Attacks Melee +5 / 1d6+3, Ranged +4 / 1d6+2, Grapple +3
Possessions: 260 gp.
Mary Shelby, Female Human [Permalink]
Personal [hide]
Description: This fat southern woman has a bulbous nose and is wearing colorful clothing, dressed as a Locksmith. Her skin is also unnaturally pale. She has wavy golden hair. Her voice is smooth and creepy, always level, but somehow just slightly unnerving.
Personality: She is a jovial happy person, but she is convinced people are living their lives too quickly. She does not believe in violence as a means to an end. She is a dedicated Locksmith but believes her peers are too gung-ho.
History: She was born in a small plains village. She couldn't stand her childhood mentor and eventually formed a pact with her mentor's previously failed apprentice to rebel. When their plan failed the mentor lashed out against both of them and fled. She was recently attacked on the road and savagely beaten by bandits.
Motivation: Wants to have a good time and be beloved; and she is not mentally stable, and does not behave rationally
Ideals: Optimist, Pacifist. Flaws: Ugly, Insane. Bonds: Nature, Mentor. Occupation: Locksmith
Voice: Spanish accent
Attributes [hide]
Medium (5'8") Human, True Neutral (CR 1)
Armor Class 12
Hit Points 9 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 14 (+2) | 12 (+1) | 8 (-1) | 14 (+2) | 13 (+1) |
Senses Passive Perception 12
Languages Common
Attacks Melee +5 / 1d4+3, Ranged +4 / 1d4+2, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 3 | 1 | 0 | 0 | 0 |
Possessions: 20 gp. 1 Masterwork Light steel shield.
Mindartis Holimion, Male Half-Elf [Permalink]
Personal [hide]
Description: This light-skinned male wears baggy violet pantaloons and a black scarf. He is tall, broad shouldered and powerfully built. His red hair is still thick. His gray eyes are slightly larger than normal.
Personality: He is erratic and paranoid. He believes gnolls are coming to abduct people. The war was a terrible time for him, and Mindartis does not often speak of it. When he does, he does so with a strained expression and tears in his eyes.
History: Born to a poor family in the city he treasured whatever gifts he got. Since his mother passed away years ago, his father had doted on him, and he came to think her himself as special and better than other people in town. A notion that was reinforced by his attractiveness, a trait in which he easily excels the other men of his town. Days after completing his studies, news broke out that his hometown was attacked by gnolls. Mindartis was horrified and prayed that his father was alright. However, he heard that his father had died fighting off the gnolls.
Motivation: A deep hatred of gnolls; and he loathes his own lifestyle
Flaws: Depressed. Bonds: Enemies, Military, Poor, Attractive. Occupation: Roofer
Voice: Low range voice
Attributes [hide]
Medium (5'3") Half-Elf, Neutral Evil (CR 5)
Armor Class 12
Hit Points 27 (5d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 14 (+2) | 14 (+2) | 17 (+3) | 14 (+2) | 9 (-1) |
Senses Passive Perception 12
Languages Common, Elven, Halfling, Goblin, Gnoll
Attacks Melee +5 / 2d4+2, Ranged +5 / 2d4+2, Grapple +2
Possessions: 1 Minor magic item.
Meriele Holimion, Female Half-Elf [Permalink]
Personal [hide]
Description: Her skin has the orange glow of too much sun. She is wearing dark clothing and a heavy breastplate, keeping many of her physical features obscured. Her hair, while still mostly black, has prominent grey streaks. Her skin is flawless and her amber eyes scan people very quickly.
Personality: She is business-like. She takes instructions and follows them to the letter. She lacks restraint and is impulsive. She jumps in and acts without thinking all too often.
History: Her divine talent manifested at a young age. Aiming to upstage a rival house, her parents had her trained. Meriele was a troubled youth. She spent her days as a hard laborer instead of attending school, and spent her evenings with numerous mobsters and gang members. Meriele decided she wanted neither the life of her father nor that of the evil petty criminals she associated with. During her early adolescence, she took a sudden opportunity while working the docks and commandeered a vessel that was left unmanned. She would ruin relationships and cause injury. She was reprimanded several times before being given her current form and forced to learn humility.
Motivation: To prove her worth to the world; and she feels that her past leaves her morally obligated to help
Ideals: Professionalism, Gifted. Flaws: Impulsive. Bonds: Attractive, Criminal record. Occupation: Navigator
Voice: Sleepy voice
Attributes [hide]
Medium (5'4") Half-Elf, True Neutral (CR 2)
Armor Class 12
Hit Points 20 (2d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 15 (+2) | 18 (+4) | 17 (+3) | 16 (+3) | 16 (+3) |
Senses Passive Perception 13
Languages Common, Elven, Terran, Gnome, Druidic
Attacks Melee +4 / 1d6+2, Ranged +4 / 1d6+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 3 | 1 | 0 | 0 | 0 | 0 |
Possessions: 800 sp.
Pyxrin Baharoosh, Female Dragonborn [Permalink]
Personal [hide]
Description: Dark and lean, she is a relatively plain woman. She is wearing the road beaten gear of a warrior. She has wavy black crest. Her red eyes show the wear and tear of someone lonely with a great burden to carry.
Personality: She likes to make people angry or surprised. Her home and work are filled with various knick knacks she has acquired through the years. She cares a great deal for her adopted teenage daughter.
History: Gifted from a young age, Pyxrin studied abroad. Ostracized due to the druidic powers of her oldest sister, she and her siblings struck out on their own. In the process these unassuming Dragonborns became a terror of the countryside. When she grew older, she became a bit more civilized, usually hanging around bars and taverns. She began work as a mercenary for hire. She would embark on any mission as long as the price was right.
Motivation: To clean up the streets; and find a way to reverse the transformation of her sister
Ideals: Fighting, Gifted. Flaws: Antagonistic. Bonds: Family, Adventurer, Guardian. Occupation: Bowyer
Voice: Cold and demanding tone
Attributes [hide]
Medium (6'7") Dragonborn, Chaotic Neutral (CR 1)
Armor Class 11
Hit Points 10 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 12 (+1) | 14 (+2) | 9 (-1) | 18 (+4) | 17 (+3) |
Senses Passive Perception 14
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 | 14 | 3 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Possessions: 2000 cp.
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Their contribution stands as a beacon of hope for all adventurers!