Nicholas Budd, Male Human [Permalink]
Personal [hide]
Description: He dresses like a well dressed Fletcher does. He has shaved his head bald. His amber eyes dart from person to person to random spaces in the air.
Personality: Nicholas is depressed about a lot of things. He tends to be a nihilist. He is however greedy and will demand payment and proof of collateral's value and will produce a merchant's scale to make sure he is not cheated out of a speck.
History: He was a bastard born out of an affair, and his father always resented and mistreated him for it out of spite. He always admired psionic-users and wanted to develop the talent, but never had the affinity for it. He became a Fletcher soon after.
Motivation: Balancing his hectic life and new Fletcher responsibilities is difficult; and he's repulsed by the pc
Ideals: Entrepeneur, Gifted. Flaws: Depressed, Antagonistic. Bonds: Job. Occupation: Fletcher
Voice: Australian accent
Attributes [hide]
Medium (5'0") Human, Chaotic Good (CR 1)
Armor Class 11
Hit Points 9 (1d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 13 (+1) | 16 (+3) | 15 (+2) | 13 (+1) | 16 (+3) |
Senses Passive Perception 11
Languages Common, Dwarven, Orc
Attacks Melee +2 / 1d4+0, Ranged +3 / 1d4+1, Grapple +1
Possessions: Just what you see.
Flask Of Spirit, Male Tabaxi [Permalink]
Personal [hide]
Description: He wears dull brown sweaters, loose white pants, and alligator leather shoes. Beneath his sweater he keeps a concealed lance, just in case, but does not cut a very imposing figure. He walks with a slouch but will stand straight to his full 6'5" when asserting himself. He wears a colorful flower in his brown fur. He has amber eyes and a brown hat with a white feather.
Personality: While he is on the job, he is grim and serious. He understands how dangerous the world is and the need to stay safe. He always tries to repair and not replace. It was this mentality that drove him into the Jeweler business.
History: A powerful slaver made him what he is. He became part of the deadliest team of assassins in recent memory. A botched job caused the group to be disbanded. He is searching for what he claims is his rightful reward.
Motivation: He wants to meet his childhood hero; and obtaining odd cultural halfling artifacts is his passion
Ideals: Persistence. Bonds: Attractive, Criminal record, Mentor, Adventurer. Occupation: Jeweler
Voice: Stutters
Attributes [hide]
Medium (6'5") Tabaxi, Chaotic Neutral (CR 1)
Armor Class 13
Hit Points 3 (1d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 17 (+3) | 9 (-1) | 16 (+3) | 9 (-1) | 12 (+1) |
Senses Passive Perception 9
Languages Common, Gnome, Terran, Elven
Attacks Melee +3 / 1d4+1, Ranged +5 / 1d4+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 3 | 1 | 0 | 0 | 0 | 0 | 0 |
Possessions: 700 sp.
Two Llamas Shore, Male Tabaxi [Permalink]
Personal [hide]
Description: His left thumb is blackened and bruised, but otherwise he appears quite healthy. He prefers to wear the grand gowns of high society. He carries his fan with him everywhere and carries himself as the perfect gentleman. His orange fur is braided into rings. His copper eyes are passionate and lively.
Personality: He is a Navigator first and foremost. He believes firmly that knowledge should be universal. 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: Two Llamas was born in the west. At a young age he loved to build and create. 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 has gone from town to town till he finds a spot where he can set up a sustainable business.
Motivation: Wants to open a new tavern; and he is unsatisfied with his job
Ideals: Persistence. Bonds: Rich, Job, Enemies, Mentor. Occupation: Navigator
Voice: Smooth and feminine
Attributes [hide]
Medium (6'0") Tabaxi, True Neutral (CR 1)
Armor Class 14
Hit Points 10 (1d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 18 (+4) | 18 (+4) | 17 (+3) | 13 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common, Undercommon, Halfling, Abyssal
Attacks Melee +3 / 1d4+1, Ranged +6 / 1d4+4, Grapple +4
Possessions: 50 gp.
Kansif Law, Female Half-Orc [Permalink]
Personal [hide]
Description: A thin woman, she clearly needs to put on some weight, but she still has a lot of muscle. She wears a worn and beaten armor. Her golden hair is heavily combed to the right. She is very pretty but has cold, dead eyes.
Personality: Abrasive and pushy, she has a hard time making friends. She pushes her goals aggressively. She is also a coward if confronted.
History: Born to a Ploughman, her father struggled to pay the bills. She was an athlete and attended two major summer competitions. She never won. She was recently attacked on the road and savagely beaten by bandits.
Motivation: She is terrified, and will act out of fear; and she's repulsed by the pc
Ideals: Athletic. Flaws: Antagonistic, Fearful. Bonds: Attractive, Poor. Occupation: Locksmith
Voice: Ums and uhs a lot
Attributes [hide]
Medium (5'10") Half-Orc, Neutral Good (CR 1)
Armor Class 10
Hit Points 5 (1d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 10 (+0) | 13 (+1) | 10 (+0) | 10 (+0) | 12 (+1) |
Senses Passive Perception 10
Languages Common, Orc
Attacks Melee +3 / 1d4+1, Ranged +2 / 1d4+0, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 3 |
Possessions: 40 gp.
Mardnab Shadowcloak, Female Gnome [Permalink]
Personal [hide]
Description: A plain young-adult woman, she tends to wear a blue poncho over her likewise colored trousers and shirt. Her silver hair is matted, messy, and big. Her hazel unseeing eyes seem to look past you.
Personality: She will use flattery and sarcasm to attack and weaken her opponents. Despite her formidable combat skills she remains a coward. On top of that she is swayed by a pretty face, and while loyalty to her employer will always come first she doesn't like to hit women.
History: She was born to a pair of big game hunters, but was frequently ill as a child. Cursed with lycanthropy at a very young age, Mardnab has worked very hard to control her curse. Recently a tribe of goblins attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Mardnab fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: Wants a kiss; and meet up once more with her childhood friend
Ideals: Fighting. Flaws: Ugly, Disease. Bonds: Has a crush, Adventurer. Occupation: Mason
Voice: Adds syll-ab-les for em-pha-sis
Attributes [hide]
Small (3'5") Gnome, Chaotic Evil (CR 3)
Armor Class 13
Hit Points 17 (3d6)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 14 (+2) | 12 (+1) | 9 (-1) | 12 (+1) | 10 (+0) |
Senses Passive Perception 13
Languages Common, Gnome
Attacks Melee +4 / 1d8+2, Ranged +4 / 1d8+2, Grapple +2
Possessions: 400 sp.
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