Breena Dunben, Female Gnome [Permalink]
Personal [hide]
Description: Her left thumb is blackened and bruised, but otherwise she appears quite healthy. She wears a shirt that is too small, which lets her gut show, with a ratty tan coat over it. With wild white hair. She has a dull look in her violet eyes.
Personality: She is quiet and anti-social and can barely make it a few minutes in conversation before her hampering stammer kicks in. She is lazy, self-centered, vain, and jealous.
History: Her history is one of pain. She was disowned by both parents and raised among the slaves her parents kept. Being born in the south, she completed her medical training abroad so as to avoid the war. She returned after the war having achieved medical proficiency. She was a general practitioner in the south for years, until she, through no fault of her own, lost a patient who had a very powerful family. Rather than risk reprisal she made her way north. Due to her spouse's obsession with being a Mercenary they were divorced and she won custody of their daughter. She worked as a Shipwright, and she later adopted a second daughter.
Motivation: Doesn't want to be a Shipwright and was forced into it by her family; and to unite with her brother
Flaws: Ugly, Shy, Selfish. Bonds: Slave, Family. Occupation: Shipwright
Voice: Slurs words
Attributes [hide]
Small (3'6") Gnome, Lawful Good (CR 4)
Armor Class 10
Hit Points 25 (4d4)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 9 (-1) | 16 (+3) | 16 (+3) | 13 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common, Gnome, Druidic, Halfling, Auran
Attacks Melee +1 / 1d10-1, Ranged +1 / 1d10-1, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 6 | 6 | 3 | 0 | 0 | 0 | 0 |
Possessions: 100 gp. 1 Minor magic item.
Mardnab Cobblelob, Female Gnome [Permalink]
Personal [hide]
Description: This malnourished woman wears baggy tan pantaloons and a brown scarf. Her blonde hair is styled in orderly dreadlocks. Her eyes are amber and she is always smoking a pipe.
Personality: Mardnab hangs on like a leech to those who appreciate her. It was this clingy personality that held back her singing career. She is a logical person and will generally grow upset if things defy logic and science.
History: She was raised in a forest tribe. From her teen years she was always beautiful and desirable, so people have always doted on her. Now she works as a singing tutor during her time off.
Motivation: To share knowledge with the world; and a deep hatred of orcs
Ideals: Artistic, Logical. Bonds: Poor, Nature, Attractive. Occupation: Priest
Voice: Cold and demanding tone
Attributes [hide]
Small (3'6") Gnome, Lawful Good (CR 2)
Armor Class 14
Hit Points 22 (2d10)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 17 (+3) | 12 (+1) | 12 (+1) | 17 (+3) | 12 (+1) |
Senses Passive Perception 13
Languages Common, Gnome, Gnoll
Attacks Melee +1 / 1d6-1, Ranged +5 / 1d6+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 0 | 0 | 0 | 0 | 0 |
Possessions: 1 Masterwork Common Ranged Weapon.
Lerissa Pleasure, Female Tiefling [Permalink]
Personal [hide]
Description: A plain young-adult woman, she wears a green tunic with blue highlights, and long tan pants that bunch up around her shoes. She has wavy white hair. Her thin eyebrows rest above her beady white eyes.
Personality: She has a very dry and sarcastic sense of humor. She is not one for noise or eating so much, which is in direct contrast with her big mouthed big gutted partner. Her partner is her best friend in the world. The two are very close despite being more or less each other's opposites. She is vehemently anti-magic. All of it is evil and corrupting in her opinion.
History: Gifted from a young age, Lerissa studied abroad. Brilliant and gifted she never wanted to apply herself. Recently a tribe of brigands attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Lerissa fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: She'd like to take her coworkers down a peg; and meet up once more with her childhood friend
Ideals: Opinionated, Gifted, Fighting. Flaws: Ugly. Bonds: Adventurer, Job. Occupation: Weaver
Voice: pre-pubescent
Attributes [hide]
Medium (5'1") Tiefling, Chaotic Neutral (CR 2)
Armor Class 11
Hit Points 12 (2d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 13 (+1) | 12 (+1) | 12 (+1) | 10 (+0) | 13 (+1) |
Senses Passive Perception 10
Languages Common, Abyssal
Attacks Melee +3 / 1d6+1, Ranged +3 / 1d6+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 3 |
Possessions: 160 gp.
Jarana Broodfist, Female Dwarf [Permalink]
Personal [hide]
Description: The light-skinned woman stands 3'10" and wears a shirt and pants that are bristling with pockets overflowing with maps, compasses, and other navigational equipment. She keeps her long white hair kept up in a rat tail. Her brown eyes dart from person to person.
Personality: She has a very dry and sarcastic sense of humor. She is not one for noise or eating so much, which is in direct contrast with her big mouthed big gutted partner. Her partner is her best friend in the world. The two are very close despite being more or less each other's opposites. She seeks to pay back kindness whenever she gets the chance. Whether it be in the form of unwanted serenades or the latest gossip she always seeks to do solids for her friends.
History: Born to a Herbalist, her mother struggled to pay the bills. Like her mother and her brother before her, after school she went straight into learning to become a Courier. She now owns her own business.
Motivation: She is unsatisfied with her job; and a need for knowledge about a nearby landmark
Ideals: Entrepeneur, Philantrophist. Bonds: Adventurer, Poor, Job. Occupation: Courier
Voice: Australian accent
Attributes [hide]
Medium (3'10") Dwarf, Lawful Neutral (CR 1)
Armor Class 11
Hit Points 11 (1d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 13 (+1) | 16 (+3) | 15 (+2) | 11 (+0) | 16 (+3) |
Senses Passive Perception 10
Languages Common, Dwarven, Orc, Auran
Attacks Melee +4 / 1d4+2, Ranged +3 / 1d4+1, Grapple +2
Possessions: 130 gp.
Sun Blossom, Female Tabaxi [Permalink]
Personal [hide]
Description: She wears a robe, a symbol of the four houses of cards around her neck, and a shield on her belt. She keeps her long orange fur kept up in a rat tail. Her face is full, her cheeks are rosy, and she always seems to sport a perfect smile and a twinkle in her blue eyes.
Personality: She exudes charisma. She is a tour de force of persuasion. A fanatic, her devotion to her small selection of gods is unquestionable. She claims to be doing their will and will base all her actions on whether or not they would be pleasing to the gods.
History: Sold as a small child to a wizard, Sun was an assistant, and all too frequently test subject. She eventually earned her freedom when her former master disappeared. Since her mother passed away years ago, her father had doted on her, and she came to think her herself as special and better than other people in town. A notion that was reinforced by her attractiveness, a trait in which she easily excels the other women of her town. By chance she met her brother recently and the two have been together since.
Motivation: Regain custody of her daughter; and her religion dominates her actions
Ideals: Fighting. Bonds: Attractive, Religious, Mentor, Family. Occupation: Miller
Voice: Spits and sputters
Attributes [hide]
Medium (6'3") Tabaxi, Neutral Good (CR 2)
Armor Class 14
Hit Points 22 (2d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 18 (+4) | 16 (+3) | 13 (+1) | 10 (+0) | 17 (+3) |
Senses Passive Perception 10
Languages Common, Infernal
Attacks Melee +2 / 1d6+0, Ranged +6 / 1d6+4, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 0 |
Possessions: 8000 cp. 1 Holy water.
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Their contribution stands as a beacon of hope for all adventurers!
