Uadjit Baharoosh, Female Dragonborn [Permalink]
Personal [hide]
Description: She wears long strands of amethyst and short green dresses (or suits) accompanied by the proper stockings and shoes, with gloves of varying lengths, and she perpetually has her hand crossbow ready. She wears a colorful flower in her bronze crest. Her half smiles and red eyes are beguiling and draw you in.
Personality: She dislikes all the random violence that takes place in the south. She is however greedy and will demand payment and proof of collateral's value and will produce a merchant's scale to make sure she is not cheated out of a speck.
History: She was born the only child of a wealthy merchant. She was married off to the eldest child of a minor noble. Her spouse died of illness and she inherited everything. She has been a successful dealer in antiques buying low and selling high.
Motivation: She is greedy; and she has money and likes to spend it
Ideals: Fighting, Pacifist, Entrepeneur. Bonds: Rich, Attractive. Occupation: Shoemaker
Voice: Dark and ominous
Attributes [hide]
Medium (6'1") Dragonborn, Lawful Neutral (CR 3)
Armor Class 12
Hit Points 23 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 14 (+2) | 13 (+1) | 17 (+3) | 15 (+2) | 13 (+1) |
Senses Passive Perception 12
Languages Common, Druidic, Halfling, Celestial
Attacks Melee +2 / 1d8+0, Ranged +4 / 1d8+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 4 | 2 | 1 | 0 | 0 | 0 |
Possessions: 70 pp. Deep green spinel (60 gp). Chalcedony (20 gp).
Dagnal Rakankrak, Female Dwarf [Permalink]
Personal [hide]
Description: This woman is tall and muscular. She is dressed in a clean grey cloak covering her clean studded leather. Her tied-back hair is red. Her gray eyes are passionate and lively.
Personality: She is a jovial happy person, but she is convinced people are living their lives too quickly. She also hits on women, regardless of circumstances.
History: She was born in the south. 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 east. She has since lost track of the people in her past.
Motivation: To unite with her sister; and she would like to get married and retire
Ideals: Athletic, Optimist. Bonds: Has a crush, Immigrant, Family. Occupation: Server
Voice: Sleepy voice
Attributes [hide]
Medium (3'10") Dwarf, True Neutral (CR 2)
Armor Class 13
Hit Points 23 (2d10)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 17 (+3) | 15 (+2) | 11 (+0) | 12 (+1) | 12 (+1) |
Senses Passive Perception 13
Languages Common, Dwarven
Attacks Melee +5 / 1d6+3, Ranged +5 / 1d6+3, Grapple +3
Possessions: 150 gp.
Verin Nowhere, Female Tiefling [Permalink]
Personal [hide]
Description: A thin woman, she clearly needs to put on some weight, but she still has a lot of muscle. She tends to wear a large green jacket. She keeps her black hair in a flapper bob. She has a dull look in her silver eyes.
Personality: She is witty, but her monotone delivery comes off as unnerving Verin enjoys physical pleasures, and is well known for her love of warm baths in the hot springs near the town.
History: She was born to a pair of big game hunters, but was frequently ill as a child. She sought a place where she would be rewarded solely on the merits of her skills. This search led her directly into Mason work with an outfit from a few towns over. Mason work suited her well, and with each successful project, she earned more gold and more respect from her peers. She ran away from her former home and has been making her living as a Mason for the past few years.
Motivation: She doesn't get along with people that don't share her tastes; and sabotage a competitor
Ideals: Athletic, Joker, Impeccable. Flaws: Hedonist, Disease. Bonds: Job. Occupation: Mason
Voice: Speaks like tongue is numb
Attributes [hide]
Medium (4'10") Tiefling, Chaotic Neutral (CR 3)
Armor Class 14
Hit Points 26 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 18 (+4) | 17 (+3) | 15 (+2) | 12 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common, Giant, Ignan
Attacks Melee +2 / 1d8+0, Ranged +6 / 1d8+4, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 2 | 2 | 2 | 0 | 0 | 0 |
Possessions: 300 gp.
Great Peak, Female Tabaxi [Permalink]
Personal [hide]
Description: The woman speaks with an almost imperceptible accent. She seems to always be the slightest bit damp as if she got out from a pool a few moments ago. She is generally shirtless and showing off her tattooed chest. She sports a flattop fur cut. She has a dull look in her copper eyes.
Personality: She is a melancholic, but persistent worker. She resents family life and as such spurns the advances of admirers. She is often prim and proper but will on occasion tell either really disgusting or offensive jokes, which seem out of character.
History: Born the oldest of a large religious eastern family, she was no stranger to responsibility. Great was born on a far eastern plains where she grew up under the tutelage of her mother, an expert Marshal. She got away from her former life and has fallen to alcoholism.
Motivation: She will attempt to ambush and attack anyone she thinks she can take on alone and try to knock them out with non-lethal damage. If successful, she will try to sell them to her slave-trader contact; and she is a bit of a kleptomaniac
Ideals: Joker. Flaws: Depressed, Addict. Bonds: Immigrant, Religious, Criminal record. Occupation: Marshal
Voice: Cold and demanding tone
Attributes [hide]
Medium (5'5") Tabaxi, Chaotic Evil (CR 3)
Armor Class 10
Hit Points 20 (3d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 11 (+0) | 13 (+1) | 14 (+2) | 14 (+2) | 12 (+1) |
Senses Passive Perception 13
Languages Common, Dwarven, Gnome
Attacks Melee +5 / 1d8+3, Ranged +2 / 1d8+0, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 3 | 2 | 0 | 0 | 0 |
Possessions: Just what you see.
Helen Staurheim, Female Half-Elf [Permalink]
Personal [hide]
Description: Wearing a closed helm and plate, one would not know what she was had she not made sure her armor was more form fitting than normal. Outside of the suit she is wearing a long, yellow, dusty cloak. Her hair is silver and very short. She wears large thick round spectacles.
Personality: While she is on the job, she is grim and serious. She understands how dangerous the world is and the need to stay safe. She is always in debt, since she spends her money on lavish parties and gifts for friends
History: She was born the only child of a wealthy merchant. Helen was a troubled youth. She spent her days as a hard laborer instead of attending school, and spent her evenings with numerous mobsters and gang members. Helen decided she wanted neither the life of her mother nor that of the evil petty criminals she associated with. During her early adolescence, she took a sudden opportunity while working the docks and commandeered a vessel that was left unmanned. One night she noticed a nearby shooting star which she hiked out to see where it landed. It turned out to be an ancient artifact of some kind. She has done her darndest to repair it but it is currently non-functional.
Motivation: To settle down with her crush; and she has comitted a past crime that haunts her to this day
Ideals: Entrepeneur, Persistence. Flaws: Impulsive. Bonds: Criminal record, Has a crush. Occupation: Dilettante
Voice: Complex vocabulary, royal
Attributes [hide]
Medium (4'8") Half-Elf, Neutral Evil (CR 2)
Armor Class 12
Hit Points 18 (2d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 14 (+2) | 13 (+1) | 15 (+2) | 12 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common, Elven, Infernal, Ignan
Attacks Melee +4 / 1d6+2, Ranged +4 / 1d6+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 2 | 2 | 0 | 0 | 0 | 0 |
Possessions: 100 gp. 1 Masterwork Common Melee.
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