Seven On the Mountaintop, Male Tabaxi [Permalink]
Personal [hide]
Description: What flesh remains visible is marred by burns. He wears a shirt and pants that are bristling with pockets overflowing with maps, compasses, and other navigational equipment. He keeps his black fur in a pixie cut. His hazel eyes dart around the room hyper actively observing anyone and anything.
Personality: He does not believe in betrayal or weakness as things to be tolerated. He always tries to repair and not replace. It was this mentality that drove him into the Mason business.
History: Sold as a small child to a slaver, Seven was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. In his formative years he discovered how persuasive he was. He began using that to his advantage selling useless wares at inflated prices. He has made many enemies by not giving into corruption and outing many instances of it.
Motivation: Further expansion of business.
Ideals: Entrepeneur, Justice, Persistence. Flaws: Ugly. Bonds: Mentor. Occupation: Mason
Voice: Old thin voice
Attributes [hide]
Medium (6'1") Tabaxi, Neutral Evil (CR 1)
Armor Class 11
Hit Points 8 (1d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 12 (+1) | 15 (+2) | 15 (+2) | 10 (+0) | 12 (+1) |
Senses Passive Perception 10
Languages Common, Sylvan, Orc
Attacks Melee +2 / 1d4+0, Ranged +3 / 1d4+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 3 |
Possessions: 500 sp. Tourmaline (140 gp).
Baradad Grrrmmballhyst, Male Dragonborn [Permalink]
Personal [hide]
Description: He wears an entirely green suit with yellow socks and a vest with buckled shoes. He cuts an attractive figure and his suit of old armor is well cared for even if it is obsolete. He keeps his blue crest in a flapper bob. His fierce gold eyes like to dwell on things.
Personality: A skeptical and narcissistic man, Baradad's first love is himself. His second love is also himself. He invites people to come help in his community garden.
History: A powerful slaver made him what he is. His father was very strict, and drilled into him lessons on being the perfect gentleman. He now spends his time doing works of charity.
Motivation: Nothing but the best is good enough for him; and he feels the way he acts is they only way to get by in the world
Ideals: Impeccable, Philantrophist. Bonds: Attractive, Mentor. Occupation: Cartwright
Voice: Scottish accent
Attributes [hide]
Medium (6'1") Dragonborn, Neutral Good (CR 1)
Armor Class 12
Hit Points 8 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 15 (+2) | 10 (+0) | 9 (-1) | 8 (-1) | 11 (+0) |
Senses Passive Perception 9
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 | 9 |
Possessions: 40 gp.
Corkitron Sunmeadow, Male Halfling [Permalink]
Personal [hide]
Description: He has a large red mantle and cape that has been intricately interwoven into his pastel robe. He is physically well-built. He has a long white beard with little hanging trinkets. His eyes are likewise hazel. His teeth are yellowed and unaligned.
Personality: He believes mankind has become decadent and spoiled by the march of civilization and an end should come to life as we know it. Around other people he will do his best to conceal his emotions and appear jolly.
History: Born to a Ploughman, his mother struggled to pay the bills. His parents were killed by gnolls in a raid when he was still a young child. The gnolls captured him, and made him a slave and general play-thing. He was beaten and tortured regularly, leading to his deformed appearance. Days after completing his studies, news broke out that his hometown was attacked by gnolls. Corkitron 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.
Flaws: Ugly, Shy. Bonds: Nature, Poor, Enemies. Occupation: Ruler
Voice: Pronounces O like U
Attributes [hide]
Small (3'4") Halfling, Chaotic Good (CR 1)
Armor Class 13
Hit Points 8 (1d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 15 (+2) | 11 (+0) | 13 (+1) | 15 (+2) | 14 (+2) |
Senses Passive Perception 12
Languages Common, Halfling, Undercommon
Attacks Melee +3 / 1d4+1, Ranged +4 / 1d4+2, Grapple +2
Possessions: 130 gp.
Two Llamas Of Shadows, Male Tabaxi [Permalink]
Personal [hide]
Description: An imposing man with a heavy stainless steel prosthetic left hand, he wears light armors faded through time and improper care. He wears his cinnamon fur up. He has gleaming, smiling green eyes.
Personality: Prone to second guessing himself, he comes off as nervous. He is an amazing painter.
History: Gifted from a young age, Two Llamas studied abroad. At a young age both his parents were killed in an accident. His uncle (a powerful person with enemies on both sides of the law) took him in and had him trained in basic self defense. He was granted divine powers by his dying brother.
Motivation: He is a bit of a kleptomaniac.
Ideals: Gifted. Flaws: Shy. Bonds: Criminal record. Occupation: Roofer
Voice: Spits and sputters
Attributes [hide]
Medium (5'8") Tabaxi, Lawful Evil (CR 3)
Armor Class 12
Hit Points 24 (3d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 15 (+2) | 18 (+4) | 13 (+1) | 13 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common, Orc
Attacks Melee +3 / 1d8+1, Ranged +4 / 1d8+2, Grapple +2
Possessions: 100 gp. Eye agate (13 gp).
Bertram Blumenthal, Male Half-Elf [Permalink]
Personal [hide]
Description: A thin man, he clearly needs to put on some weight, but he still has a lot of muscle. He wears a yellow tunic with black highlights, and long blue pants that bunch up around his shoes. He wears his hair in dreadlocks. His brown eyes have a joyful gleam in them most of the time.
Personality: Bertram wants to be seen as a stoic, levelheaded, noble Rogue, so he tries to act the part. He does a good job, for the most part... Animals are drawn to him, and he is able to talk to them.
History: A studious child he never was much for a social life, not because he was unlikable, but because he did not seek it out. When he was little, his rather wealthy family often ventured across the forest to a summer home near a old dungeon. He would wander through that old dungeon and adventure through it for days. One day while adventuring a terrible storm took place and he was stranded inside. His family spent the next few days looking for him, and could only assume he was dead when it came time to leave. The family never returned to the forest due to the painful memories there. Bertram took refuge in the old dungeon and found the beat up bastard sword and armor he uses now. He has set out to sabotage the competition.
Motivation: An old rival family wants him found; and wants to open a new tavern
Ideals: Athletic, Disciplined, Gifted. Bonds: Nature, Job, Family. Occupation: Sage
Voice: Speaks with a cold
Attributes [hide]
Medium (5'7") Half-Elf, Chaotic Good (CR 2)
Armor Class 10
Hit Points 12 (2d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 11 (+0) | 13 (+1) | 13 (+1) | 15 (+2) | 13 (+1) |
Senses Passive Perception 12
Languages Common, Elven, Sylvan
Attacks Melee +6 / 1d6+4, Ranged +2 / 1d6+0, Grapple +4
Possessions: 290 gp. Silver pearl (50 gp). Coral (50 gp).
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