Alberich Durthane, Male Dwarf [Permalink]
Personal [hide]
Description: Runty and weak-looking, he wears an entirely grey suit with white socks and a vest with buckled shoes. His black hair is still thick. His fierce gray eyes like to dwell on things.
Personality: He is overprotective of those who hire his services. He has zero loyalty and will suck up to whomever is within range, in the hopes of being moved to a better position.
History: He was born on a small isolated farm. When he was little, his rather wealthy family often ventured across the island to a summer home near a ruined castle. He would wander through that ruined castle 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 island due to the painful memories there. Alberich took refuge in the ruined castle and found the beat up longsword and armor he uses now. He was recently attacked on the road and savagely beaten by bandits.
Motivation: To clean up the streets; and he feels threatened by others
Flaws: Ugly, Fearful. Bonds: Poor, Guardian, Nature. Occupation: Bounty Hunter
Voice: Low range voice
Attributes [hide]
Medium (3'11") Dwarf, Chaotic Evil (CR 2)
Armor Class 13
Hit Points 20 (2d10)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 17 (+3) | 17 (+3) | 18 (+4) | 16 (+3) | 10 (+0) |
Senses Passive Perception 13
Languages Common, Dwarven, Gnome, Ignan, Terran, Abyssal
Attacks Melee +1 / 1d6-1, Ranged +5 / 1d6+3, Grapple +6
Possessions: 2000 sp.
John Holland, Male Half-Elf [Permalink]
Personal [hide]
Description: He tends to wear a large yellow jacket, and carries quarterstaffs. His silver hair and beard is wavy and long. His amber eyes peer out from beneath his Stetson yellow hat.
Personality: He considers himself the protector of his home. He feels this is his duty and calling. He plays an instrument quite well.
History: His martial talent manifested at a young age. Aiming to upstage a rival house, his parents had him trained. Being born in the east, he completed his medical training abroad so as to avoid the war. He returned after the war having achieved medical proficiency. He was a general practitioner in the east for years, until he, through no fault of his own, lost a patient who had a very powerful family. Rather than risk reprisal he made his way west. He has since lost track of the people in his past.
Motivation: He wants random interesting trinkets and junk, hates to throw anything away; and to protect his home
Ideals: Fighting, Artistic, Gifted. Flaws: Greedy. Bonds: Guardian, Family. Occupation: Stableman
Voice: Farmer accent
Attributes [hide]
Medium (5'0") Half-Elf, Neutral Good (CR 3)
Armor Class 11
Hit Points 26 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 13 (+1) | 17 (+3) | 16 (+3) | 12 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common, Elven, Orc, Abyssal, Terran
Attacks Melee +3 / 1d8+1, Ranged +3 / 1d8+1, Grapple +5
Possessions: 200 gp. Eye agate (16 gp). Citrine (70 gp). 1 Masterwork Common Melee. 1 Masterwork Common Melee. 1 Masterwork Common Ranged Weapon.
Barendd Burrowfound, Male Dwarf [Permalink]
Personal [hide]
Description: A hulking man with gigantic muscles, he is perpetually draped in fineries, but all of this concealed by his earthly robes.. His hair is chestnut and very short. He has gleaming, smiling green eyes.
Personality: Deceptive and manipulative this eastern guy figured out how to best use his charms to convince people to do what he wants. He uses his nature as a weapon; he likes to lead opponents to think him in distress.
History: Barendd was raised in a hard working conservative environment. When he came of age, he joined a caravan that would eventually take him to the capital. He would practice along the way and, when he arrived, be apprenticed to a Farmer. He has drifted apart from his friends and has been working freelance. Each gave each other a copy of their signature lance.
Motivation: An old rival family wants him found; and his spouse's relatives view him with great suspicion
Flaws: Secretive. Bonds: Attractive, Job, Adventurer, Family. Occupation: Farmer
Voice: Middle-eastern accent
Attributes [hide]
Medium (4'2") Dwarf, Lawful Evil (CR 2)
Armor Class 13
Hit Points 25 (2d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 16 (+3) | 20 (+5) | 12 (+1) | 8 (-1) | 15 (+2) |
Senses Passive Perception 9
Languages Common, Dwarven, Elven
Attacks Melee +4 / 1d6+2, Ranged +5 / 1d6+3, Grapple +3
Possessions: 220 gp. 1 Masterwork Common Melee.
Pelt Shore, Female Tabaxi [Permalink]
Personal [hide]
Description: She stands about 6'1" and is renowned for her bright brown dresses and hats. Her left hand appears badly burned and disfigured. Her brown fur is lengthy and is close to two feet long. Her green unseeing eyes seem to look past you.
Personality: She is intelligent and cunning, but she will too often allow her rage to get the better of her. She will lose her cool and rely on brute force to carry the day. She is an amazing painter.
History: Gifted from a young age, Pelt studied abroad. After coming to the age of reason, Pelt took it upon herself to study the arcane arts in their entirety; because of this, she was labeled a dark omen and banished from her homeland. She leaves a trail of broken hearts and full pockets wherever she goes.
Motivation: She is greedy; and she's repulsed by the pc
Ideals: Gifted. Flaws: Disease, Antagonistic. Bonds: Rich, Attractive. Occupation: Servant
Voice: growls and snarls, animalistic
Attributes [hide]
Medium (6'1") Tabaxi, Chaotic Good (CR 1)
Armor Class 10
Hit Points 7 (1d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 11 (+0) | 13 (+1) | 17 (+3) | 14 (+2) | 14 (+2) |
Senses Passive Perception 12
Languages Common, Celestial, Terran, Halfling
Attacks Melee +3 / 1d4+1, Ranged +2 / 1d4+0, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
Possessions: 300 sp. Deep green spinel (110 gp).
Smoking Buttons, Male Tabaxi [Permalink]
Personal [hide]
Description: He wears an old set of leather armor, nicked and torn by the ravages of time and battle. His fur is red and curly. His copper eyes dart from person to person to random spaces in the air.
Personality: He has schizophrenia that causes him to hear things that aren't there and will sometimes respond to them. A true patriot, Smoking would do anything for his country. He is fiercely protective of his fellow citizens and foreign allies.
History: Gifted from a young age, Smoking studied abroad. He has chosen to use the inheritance that was left to him frivolously. 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 has money and likes to spend it.
Ideals: Gifted. Flaws: Disease. Bonds: Military, Rich. Occupation: Farmer
Voice: Timid voice
Attributes [hide]
Medium (6'9") Tabaxi, Lawful Neutral (CR 4)
Armor Class 12
Hit Points 12 (4d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 15 (+2) | 11 (+0) | 12 (+1) | 15 (+2) | 14 (+2) |
Senses Passive Perception 12
Languages Common, Terran
Attacks Melee +2 / 1d10+0, Ranged +4 / 1d10+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 6 | 6 | 3 |
Possessions: 300 gp.
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