Shifting Running, Female Tabaxi [Permalink]
Personal [hide]
Description: Standing 6'5", this woman is constantly adorned with expensive silk clothing, often dyed in bright brown and tan, and wears rings and necklaces with large, colorful gems. She has dyed her greying red fur a little too much giving a sharp red color. She tend to wears goggles to shield her eyes.
Personality: Overbrimming with self-confidence, Shifting isn't afraid of most anything. She has a strong dislike to people who do not believe in Tabaxi unity. A true patriot, Shifting would do anything for her country. She is fiercely protective of her fellow citizens and foreign allies.
History: She was born in the west, but her parents moved at a very young age to the north. She inherited a moderately successful company from her father. Under her leadership it has flourished, and using capital from her venture she effectively owns an entire region. She now travels the world, in search of power and loot.
Motivation: Her relatives are trying to arrange a marriage; and she doesn't get along with people that don't share her tastes
Ideals: Impeccable. Bonds: Rich, Military, Immigrant, Adventurer, Family. Occupation: Adventurer
Voice: Low and grunting
Attributes [hide]
Medium (6'5") Tabaxi, Chaotic Neutral (CR 1)
Armor Class 11
Hit Points 7 (1d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 12 (+1) | 12 (+1) | 9 (-1) | 11 (+0) | 14 (+2) |
Senses Passive Perception 10
Languages Common
Attacks Melee +3 / 1d4+1, Ranged +3 / 1d4+1, Grapple +1
Possessions: 50 gp. Chrysoberyl (90 gp). 1 Simple lock.
Mordai Skill, Male Tiefling [Permalink]
Personal [hide]
Description: He is a mite stocky and wears a lot of dark rich colors, with gold accents. His hair is short and black. His eyes, though not visible through his cowl, are silver.
Personality: He is extraordinarily passive and rarely speaks, let alone speaks his mind. He is motivated by money and will often try and persuade people to work for cheap. He haggles over everything, upselling his goods and buying cheap. He is persistent in everything.
History: Heir to a fortune, his parents put a great deal of effort into curing his disease. He struck it rich when he found rare goods in large quantities. He knows his nephew is from a royal line that had remained secret for centuries, but promised not to tell anyone. So far, no-one knows but him.
Motivation: He is greedy.
Ideals: Entrepeneur. Flaws: Shy, Disease. Bonds: Attractive, Rich. Occupation: Assassin
Voice: Jamaican accent
Attributes [hide]
Medium (5'0") Tiefling, Neutral Evil (CR 2)
Armor Class 12
Hit Points 13 (2d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 15 (+2) | 14 (+2) | 15 (+2) | 14 (+2) | 15 (+2) |
Senses Passive Perception 12
Languages Common, Celestial, Goblin
Attacks Melee +2 / 1d6+0, Ranged +4 / 1d6+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 3 | 0 | 0 | 0 | 0 | 0 |
Possessions: 140 gp. Citrine (30 gp). Moss agate (11 gp). Alexandrite (200 gp). 1 Half-Plate.
Joser Sunmeadow, Male Halfling [Permalink]
Personal [hide]
Description: A plain young-adult man, he sports white clothing, slightly heavier than average wear. He wears his black hair down. He wears round tiny glasses practically rammed into his face.
Personality: He takes his job very seriously, in part because he fears he cannot get a new one. He is obsessed with his god.
History: Joser was born the youngest of three triplets. One day when Joser was young, his mother was sewing while trying to overcome the flu, when suddenly his mother dropped to the ground dead. His mother had died from a severe disease that was unknown to the village doctor. Joser was heart-stricken from the event, and his father started working long hours to provde for them. He's also a talented Body Guard, but doesn't like to broadcast it.
Motivation: He is currently in port desperately looking for someone to get him out; and further expansion of business
Flaws: PTSD. Bonds: Job, Religious, Family, Slave. Occupation: Layabout
Voice: Loud with bravado
Attributes [hide]
Small (3'0") Halfling, Chaotic Evil (CR 1)
Armor Class 12
Hit Points 10 (1d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 12 (+1) | 14 (+2) | 11 (+0) | 16 (+3) | 11 (+0) |
Senses Passive Perception 13
Languages Common, Halfling
Attacks Melee +3 / 1d4+1, Ranged +3 / 1d4+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 2 | 1 |
Possessions: 4000 cp. Blue quartz (16 gp).
Einkil Brawnanvil, Male Dwarf [Permalink]
Personal [hide]
Description: A plain young-adult man, he is armored in gleaming platemail with gilded edges. A flowing grey cape and mantle trimmed with soft green waves gently in the breeze. His long blonde hair reaches down to his waist. His face possesses mild wrinkles. His smile is extraordinarily sincere though he does not smile often.
Personality: He's a bit of a prankster. He knows he is clumsy and seen as such and will often feign amnesia after injury. He does suffer from mild PTSD, and the sight of dire rats may trigger it at times.
History: Sold as a small child to a wizard, Einkil was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. From there he went from mercenary job to mercenary job. When he grew older, he became a bit more civilized, usually hanging around bars and taverns. He began work as a mercenary for hire. He would embark on any mission as long as the price was right.
Motivation: He has passion for adventuring and risk; and he wants revenge against dire rats
Ideals: Joker. Bonds: Rich, Enemies, Mentor, Adventurer. Occupation: Fisher
Voice: Complex vocabulary, royal
Attributes [hide]
Medium (4'0") Dwarf, Neutral Evil (CR 2)
Armor Class 11
Hit Points 21 (2d10)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 12 (+1) | 12 (+1) | 18 (+4) | 11 (+0) | 8 (-1) |
Senses Passive Perception 11
Languages Common, Dwarven, Orc, Auran, Infernal, Gnome
Attacks Melee +4 / 1d6+2, Ranged +3 / 1d6+1, Grapple +2
Possessions: 7000 cp.
Thomas Brandon, Male Human [Permalink]
Personal [hide]
Description: He wears a grey vest with golden trim over his white shirt. His yellow leather gloves and pants are well-kept, and his grey boots flare out at the collars. He is bristling with hidden weapons, mostly greataxes and ceremonial daggers. He wears a broad hat to hide his balding. His face is feral with sharp distinguishing features. His spectacle hidden eyes are a deep violet.
Personality: He's a bit of a prankster. He knows he is clumsy and seen as such and will often feign amnesia after injury. He spends most of his days drinking in the Inn, the rowdiest and most dangerous establishment in town. There he gambles, wrestles and listens to stories told by travelers.
History: He comes from a rich southern family. His father was supposedly a charlatan fortune teller, but he insists his father was legitimate. When he grew older, he became a bit more civilized, usually hanging around bars and taverns. He began work as a mercenary for hire. He would embark on any mission as long as the price was right.
Motivation: He is being blackmailed/forced/etc and this influences his actions.
Ideals: Joker. Bonds: Criminal record, Adventurer, Rich, Religious. Occupation: Spy
Voice: Rolls R's
Attributes [hide]
Medium (5'11") Human, Lawful Evil (CR 1)
Armor Class 13
Hit Points 10 (1d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 16 (+3) | 10 (+0) | 15 (+2) | 10 (+0) | 11 (+0) |
Senses Passive Perception 12
Languages Common, Gnoll, Dwarven
Attacks Melee +4 / 1d4+2, Ranged +5 / 1d4+3, Grapple +3
Possessions: 70 gp.
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