Shivering In the Wind, Male Tabaxi [Permalink]
Personal [hide]
Description: A moderately attractive man, he wears rags and sports a simple walking cane. His fur is orange, silky, and of moderate length. His skin is flawless and his yellow eyes scan people very quickly.
Personality: He does not believe in betrayal or weakness as things to be tolerated. He plays an instrument quite well.
History: Born the oldest of a large religious western family, he was no stranger to responsibility. His spouse left him for another, whom he beat to an almost bloody pulp. He did not win them back, but he came to a realization. To get what you want from life, you must take it. Recently a tribe of gnolls attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Shivering fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: His religion dominates his actions.
Ideals: Justice, Artistic, Fighting. Bonds: Poor, Attractive, Religious. Occupation: Architect
Voice: Pirate accent
Attributes [hide]
Medium (5'4") Tabaxi, Lawful Good (CR 3)
Armor Class 10
Hit Points 26 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 11 (+0) | 13 (+1) | 13 (+1) | 13 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common, Elven
Attacks Melee +3 / 1d8+1, Ranged +2 / 1d8+0, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 0 | 0 | 0 | 0 |
Possessions: 200 gp.
Charles Amakiir, Male Half-Elf [Permalink]
Personal [hide]
Description: A man with a calm yet intense air about him, he is wearing dark clothing and a heavy breastplate, keeping many of his physical features obscured. His brown hair is lengthy and is close to two feet long. He has a tattooed face.
Personality: Confrontational and typically high on some drug or another. He is often prim and proper but will on occasion tell either really disgusting or offensive jokes, which seem out of character.
History: He was born blind and as such lacked many opportunities for work. His mother was a soldier and died while he was still young. Charles was left his mother's suit of armor and trained in its use and care. He hopes to save up enough money to one day pay a cleric to cure him.
Motivation: To get a good night's sleep; and he wants nothing more than to rejoin the army
Ideals: Joker. Flaws: Addict, Disease, Insomniac. Bonds: Military. Occupation: Guard
Voice: Farmer accent
Attributes [hide]
Medium (5'0") Half-Elf, Lawful Neutral (CR 4)
Armor Class 10
Hit Points 28 (4d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 10 (+0) | 18 (+4) | 12 (+1) | 11 (+0) | 11 (+0) |
Senses Passive Perception 10
Languages Common, Elven, Gnome
Attacks Melee +2 / 1d10+0, Ranged +2 / 1d10+0, Grapple +0
Possessions: 200 gp. Deep blue spinel (900 gp). Rhodochrosite (6 gp). Jade (140 gp).
Roondar Umbodoben, Male Gnome [Permalink]
Personal [hide]
Description: He is a paragon of his species. He is larger and stronger than most Gnomes. His skin is light but he possesses many grey ritualistic tattoos. He wears an old set of leather armor, nicked and torn by the ravages of time and battle. With bright auburn hair and a scraggly beard. His face is feral with sharp distinguishing features. His spectacle hidden eyes are a deep amber.
Personality: He misses his glory days as an athlete. He does not mind his job, but it is boring in comparison. Only to laugh say gotcha and shoot double pistol fingers at the fooled target.
History: Born in a small village he learned the ways of the warrior from his father. He was an athlete and attended two major summer competitions. He never won. During his travels, Roondar and his party rested in a cavern that was (unknown to them) infused with powerful dark magic. Upon awakening, Roondar discovered the rest of his party dead, transformed into horrible, mindless undead versions of their former selves. Roondar fled the cavern, stopping for breath at a small pool, and only then realizing his own horrible transformation.
Motivation: Wants to work out more often.
Ideals: Athletic, Joker, Fighting. Flaws: Depressed. Occupation: Stylist
Voice: Spits words with contempt
Attributes [hide]
Small (3'6") Gnome, Neutral Good (CR 1)
Armor Class 12
Hit Points 10 (1d6)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 13 (+1) | 18 (+4) | 14 (+2) | 13 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common, Gnome, Undercommon, Infernal
Attacks Melee +3 / 1d4+1, 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: 200 sp.
Loopmottin Loofollue, Female Gnome [Permalink]
Personal [hide]
Description: A pudgy woman standing about 3'6" has a big stupid grin on her face most of the time. She is dressed in earthy colors with a blue and brown handkerchief worn on her left side. Her hair is long and auburn with streaks of golden, and is pulled back with small blue clips. Her eyes are gray and catlike.
Personality: She tends to agree with only herself unless someone else's opinion sounds like she can profit from it. She tries to control her temper but she can't always stop herself from what she feels what must be done. To her fellows she is seen as friendly and intelligent, but is angry and unforgiving to the so called fatcats and any who do and have associated with them.
History: Her parents moved while she was still in utero so she is the first generation to be born here. Through the years after Loopmottin was born, her father became increasingly distant from her family, instead choosing to pursue power in the north. Loopmottin's father didn't care for her much, and the feeling was mutual. She has recently attracted an admirer that believes she's playing hard to get.
Motivation: She's in love; and she seems to be bored by most things
Flaws: Antagonistic, Mundane. Bonds: Enemies, Immigrant, Has a crush. Occupation: Fisher
Voice: Timid voice
Attributes [hide]
Small (3'6") Gnome, Lawful Neutral (CR 4)
Armor Class 13
Hit Points 32 (4d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 14 (+2) | 14 (+2) | 10 (+0) | 13 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common, Gnome
Attacks Melee +2 / 1d10+0, Ranged +4 / 1d10+2, Grapple +2
Possessions: 500 gp. Red spinel (120 gp). Lapis lazuli (11 gp). 1 Masterwork Common Melee.
Duergath Graybeard, Male Dwarf [Permalink]
Personal [hide]
Description: He is a husky man, who is armored in gleaming platemail with gilded edges. A flowing brown cape and mantle trimmed with soft green waves gently in the breeze. He wears a feathered hat to cover his moderate length blonde hair. His eyes, though not visible through his cowl, are violet.
Personality: He likes to be helpful to his clients. He likes to prescribe proper advice to his clients. His respect, as difficult as one would find it to earn, is unwavering; those who more than prove themselves to him, a bar set well above any reasonable standard, he tolerates in varying degrees. Though less modest and more hasty in his reactions to snap at those who irritate him, Duergath is combative with any and all who dare try his patience in the slightest.
History: Heir to a fortune, his parents put a great deal of effort into curing his disease. His mother had invested heavily in several trade routes and wanted him to inherit them. He now travels the world, in search of power and loot.
Motivation: He'd like to take his coworkers down a peg; and a need for knowledge about a nearby landmark
Ideals: Justice. Flaws: Disease. Bonds: Rich, Job, Adventurer. Occupation: Priest
Voice: Australian accent
Attributes [hide]
Medium (4'1") Dwarf, True Neutral (CR 2)
Armor Class 10
Hit Points 12 (2d4)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 10 (+0) | 14 (+2) | 8 (-1) | 16 (+3) | 13 (+1) |
Senses Passive Perception 13
Languages Common, Dwarven
Attacks Melee +2 / 1d6+0, Ranged +2 / 1d6+0, Grapple +0
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 9 |
Possessions: 1000 cp.
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Their contribution stands as a beacon of hope for all adventurers!
