Nicholas Marley, Male Human [Permalink]
Personal [hide]
Description: He prefers to wear flannel. His white hair is lengthy and is close to two feet long. His eyes are violet and beady.
Personality: He is quite gentle and does not know the full extent of his strength. He works very hard to maintain that gentleness. He also is a firm believer in the manly ideal.
History: He comes from a rich eastern family. In his formative years he discovered how persuasive he was. He began using that to his advantage selling useless wares at inflated prices. 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; and he has money and likes to spend it
Ideals: Disciplined, Entrepeneur. Flaws: Ugly, Impulsive. Bonds: Rich. Occupation: Masseuse
Voice: American accent
Attributes [hide]
Medium (5'11") Human, Lawful Neutral (CR 1)
Armor Class 10
Hit Points 12 (1d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 11 (+0) | 14 (+2) | 14 (+2) | 13 (+1) | 10 (+0) |
Senses Passive Perception 11
Languages Common, Druidic, Gnoll
Attacks Melee +4 / 1d4+2, Ranged +2 / 1d4+0, Grapple +2
Possessions: 50 gp.
Dagger Of Ebony, Female Tabaxi [Permalink]
Personal [hide]
Description: She dresses in brown turtlenecks beneath a red coat with green slacks. She keeps her long lavender fur kept up in a rat tail. Her yellow eyes show the wear and tear of someone lonely with a great burden to carry.
Personality: She thrives on attention. She does whatever is in her power to gain the attention of whomever she deems a fit date. She takes great joy in being the best Shepherd in town.
History: Her parents moved while she was still in utero so she is the first generation to be born here. She worked as a nervous Shepherd and found it very stressful. Due to her spouse's obsession with being a Navigator they were divorced and she won custody of their daughter. She worked as a Shepherd, and she later adopted a second daughter.
Motivation: Wants to work out more often; and to unite with her sister
Ideals: Athletic. Bonds: Attractive, Job, Immigrant, Family. Occupation: Shepherd
Voice: Pronounces 'its' and 'is' like 'eats' and 'ease'
Attributes [hide]
Medium (5'7") Tabaxi, Lawful Neutral (CR 4)
Armor Class 11
Hit Points 24 (4d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 12 (+1) | 10 (+0) | 11 (+0) | 9 (-1) | 12 (+1) |
Senses Passive Perception 9
Languages Common
Attacks Melee +4 / 1d10+2, Ranged +3 / 1d10+1, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 9 |
Possessions: 1 Minor magic item.
Nurkara Graybeard, Female Dwarf [Permalink]
Personal [hide]
Description: This slender woman stands about 4'1". She is bundled in multiple layers and is prepared for a desert trek wearing a turban that covers her face most of the time. Her blonde hair is braided into rings. Her otherwise smooth face is marked with small tiny scars.
Personality: She is quite rude, and likes to deride her opponents skill and shout insults at them. Further she is a bit of a stoner and is frequently out of it.
History: She was a bastard born out of an affair, and her father always resented and mistreated her for it out of spite. When she was little, her rather wealthy family often ventured across the plains to a summer home near a old dungeon. She would wander through that old dungeon and adventure through it for days. One day while adventuring a terrible storm took place and she was stranded inside. Her family spent the next few days looking for her, and could only assume she was dead when it came time to leave. The family never returned to the plains due to the painful memories there. Nurkara took refuge in the old dungeon and found the beat up sickle and armor she uses now. She has recently attracted an admirer that believes she's playing hard to get.
Motivation: She's repulsed by the PC; and she desires power and/or immortality
Flaws: Antagonistic, Addict. Bonds: Nature, Has a crush, Adventurer. Occupation: Shoemaker
Voice: Old Prospector
Attributes [hide]
Medium (4'1") Dwarf, True Neutral (CR 2)
Armor Class 12
Hit Points 13 (2d6)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 14 (+2) | 13 (+1) | 18 (+4) | 13 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common, Dwarven, Celestial, Abyssal, Gnome, Undercommon
Attacks Melee +2 / 1d6+0, Ranged +4 / 1d6+2, Grapple +4
Possessions: 270 gp. 1 Banded mail.
Zaffrab Maekkelferce, Male Gnome [Permalink]
Personal [hide]
Description: He is a mite stocky and is constantly adorned with expensive silk clothing, often dyed in bright tan and grey, and wears rings and necklaces with large, colorful gems. His hair is chestnut, silky, and of moderate length. His blue eyes are desperate and heavily dilated. He has the appearance of someone under the heavy influence of drugs.
Personality: Zaffrab is depressed about a lot of things. He tends to be a nihilist. To his fellows he 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: Sold as a small child to a wizard, Zaffrab was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. He couldn't stand his childhood mentor and eventually formed a pact with his mentor's previously failed apprentice to rebel. When their plan failed the mentor lashed out against both of them and fled. He now mingles about in high society.
Motivation: Several ex partners dislike his way of doing things and want revenge.
Flaws: Addict, Depressed. Bonds: Rich, Attractive, Enemies, Mentor. Occupation: Barrister
Voice: Speaks in third person
Attributes [hide]
Small (3'5") Gnome, Lawful Evil (CR 2)
Armor Class 12
Hit Points 10 (2d4)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 13 (+1) | 12 (+1) | 13 (+1) | 14 (+2) | 15 (+2) |
Senses Passive Perception 12
Languages Common, Gnome, Giant
Attacks Melee +4 / 1d6+2, Ranged +3 / 1d6+1, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 4 | 2 | 0 | 0 |
Possessions: 320 gp.
Frederick Skelton, Male Human [Permalink]
Personal [hide]
Description: He is a husky man, who is wearing colorful clothing, dressed as a Junk Dealer. His hair is short and white. He has a dull look in his blue eyes.
Personality: Prone to second guessing himself, he comes off as nervous. He plays an instrument quite well.
History: Frederick was born the youngest of three triplets. He found a children's book about a Human Ranger who fought for good and justice and never realised it was just a child's story. He modeled his life after the story, seeing himself destined a hero. He spent several years traveling with his friend, before both settled down to enjoy the fruits of their adventures.
Motivation: He desires power and/or immortality.
Ideals: Artistic. Flaws: Shy. Bonds: Family, Adventurer. Occupation: Junk Dealer
Voice: Italian accent
Attributes [hide]
Medium (6'0") Human, Chaotic Neutral (CR 1)
Armor Class 13
Hit Points 11 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 17 (+3) | 16 (+3) | 10 (+0) | 11 (+0) | 14 (+2) |
Senses Passive Perception 10
Languages Common
Attacks Melee +2 / 1d4+0, Ranged +5 / 1d4+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 0 | 0 |
Possessions: 1000 cp. Tiger eye turquoise (7 gp).
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