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Art Of Ale, Male Tabaxi [Permalink]

Personal [hide]

Description: He is well dressed, but even with his fine clothing he looks run-down. He has done his best to style his yellow fur to look like a famous performer. His amber eyes have a joyful gleam in them most of the time.

Personality: He can speak with the recently deceased. He enjoys reading and quiet.

History: His necromantic talent manifested at a young age. Aiming to upstage a rival house, his parents had him trained. Because his mother participated in the massacre of their homeland, dire rats burned their ranch to the ground and forced them out. He was preparing to flee to the north, but the outbreak of war prevented him and his father from journeying north to reunite his family. He left for the north, certain he would find work there.

Motivation: To reunite with his absent mother; and regain custody of his daughter

Ideals: Gifted, Logical. Bonds: Immigrant, Enemies, Family. Occupation: Stylist

Voice: Jittery and nervous

Attributes [hide]

Art Of Ale, Male Tabaxi Adept 7
Medium (5'1") Tabaxi, Neutral Good (CR 7)
Armor Class 10
Hit Points 40 (7d6)
Speed 30 ft.
STRDEXCONINTWISCHA
16 (+3)10 (+0) 13 (+1)15 (+2) 13 (+1)15 (+2)
Skills Acrobatics +3, Stealth +3
Senses Passive Perception 11
Languages Common, Elven, Auran
Attacks Melee +6 / 2d8+3, Ranged +3 / 2d8+0, Grapple +3
DC 0 1st2nd3rd4th5th6th7th8th9th
Spell /Day123320

Possessions: 9000 sp. Aquamarine (300 gp). 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.


Social Check DCs


Paymon Speed, Male Tiefling [Permalink]

Personal [hide]

Description: A man with a warm, jovial air about him, he wears rags and sports a simple walking cane. He has dyed his greying white hair a little too much giving a sharp white color. His red eyes show the wear and tear of someone lonely with a great burden to carry.

Personality: Paymon hangs on like a leech to those who appreciate him. It was this clingy personality that held back his poetry career. He does suffer from mild PTSD, and the sight of goblins may trigger it at times.

History: He was born to a criminal king-pin and mafia family He helped his father out around the business and became quite the natural. Being a Fortune-teller kept his interest for a while, but then he became depressed and bored. So he turned to a secret life of crime, taking increasingly more risks and challenges.

Motivation: Regain custody of his son; and his spouse's relatives view him with great suspicion

Ideals: Artistic. Bonds: Poor, Enemies, Criminal record, Job, Family. Occupation: Fortune-teller

Voice: Breathy voice

Attributes [hide]

Paymon Speed, Male Tiefling Ranger 13
Medium (6'3") Tiefling, True Neutral (CR 13)
Armor Class 14
Hit Points 83 (13d8)
Speed 30 ft.
STRDEXCONINTWISCHA
15 (+2)18 (+4) 13 (+1)16 (+3) 12 (+1)13 (+1)
Skills Athletics +6, History +7
Senses Passive Perception 11
Languages Common, Ignan, Gnoll, Orc
Attacks Melee +6 / 4d4+2, Ranged +8 / 4d4+4, Grapple +7
DC 0 1st2nd3rd4th5th6th7th8th9th
Spell /Day13011

Possessions: 200 pp. Deep green spinel (50 gp). Peridot (20 gp). Sardonyx (20 gp). Star rose quartz (20 gp).


Social Check DCs


Nuthra Skaarzborroosh, Female Dragonborn [Permalink]

Personal [hide]

Description: She stands about 6'6" and wears a well pressed and immaculate suit (or dress). Her left hand appears badly burned and disfigured. Her rusty crest is thinning but still full. This red eyed southerner is not easily forgotten.

Personality: She goes out her way to put a smile on everyone's face. There's no-one she won't accept into her heart. She tends to be very friendly, and is drawn to music, the smells of food and wine, and out-door festivals.

History: She was raised in a island tribe. When she was little, her rather wealthy family often ventured across the island to a summer home near a old dungeon. She would wander through that old dungeon and adventure through it for days. One day while adventuring a terrible storm took place and she was stranded inside. Her family spent the next few days looking for her, and could only assume she was dead when it came time to leave. The family never returned to the island due to the painful memories there. Nuthra took refuge in the old dungeon and found the beat up glaive and armor she uses now. Unlike her family, who was content to work in a sleepy main town, she wanted to work in the city. She has been working here for the past few years.

Motivation: She is wracked by social anxiety; and she seems to be bored by most things

Ideals: Optimist. Flaws: Mundane, Fearful. Bonds: Nature. Occupation: Stableman

Voice: Excited and jittery

Attributes [hide]

Nuthra Skaarzborroosh, Female Dragonborn Ranger 9
Medium (6'6") Dragonborn, Lawful Good (CR 9)
Armor Class 13
Hit Points 74 (9d8)
Speed 30 ft.
STRDEXCONINTWISCHA
15 (+2)16 (+3) 16 (+3)18 (+4) 13 (+1)8 (-1)
Skills Acrobatics +6, Intimidation +2
Senses Passive Perception 11
Languages Common, Halfling, Terran, Dwarven, Gnoll
Attacks Melee +5 / 3d4+2, Ranged +6 / 3d4+3, Grapple +2
DC 0 1st2nd3rd4th5th6th7th8th9th
Spell /Day120100

Possessions: 1900 gp. 1 Minor magic item. 1 Minor magic item.


Social Check DCs


Morkral Eversharp, Male Dwarf [Permalink]

Personal [hide]

Description: The dark-skinned man stands 3'11" and wears a brown vest with golden trim over his white shirt. His blue leather gloves and pants are well-kept, and his brown boots flare out at the collars. His silver hair is lengthy. Judging by the bloodshot nature of his eyes and the massive bags underneath them one would imagine he has not slept for days.

Personality: Soft-spoken and well mannered, he has an amazing amount of patience and a slow boiling temper. He passes on several rewards to people in need. He makes a point to leave places better than he found them.

History: Sold as a small child to a necromancer, Morkral was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. 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. Morkral took refuge in the ruined castle and found the beat up bastard sword and armor he uses now. He bought a bastard sword and has really upped his game hunting, due to his understanding of decoy and ambush.

Motivation: To get a good night's sleep; and to unite with his sister

Ideals: Disciplined, Philantrophist. Flaws: Insomniac. Bonds: Mentor, Nature. Occupation: Junk Dealer

Voice: Australian accent

Attributes [hide]

Morkral Eversharp, Male Dwarf Cleric 12
Medium (3'11") Dwarf, Lawful Good (CR 12)
Armor Class 12
Hit Points 76 (12d8)
Speed 20 ft.
STRDEXCONINTWISCHA
18 (+4)15 (+2) 14 (+2)16 (+3) 11 (+0)5 (-3)
Skills History +7, Investigation +7
Senses Passive Perception 10
Languages Common, Dwarven, Goblin, Terran, Celestial
Attacks Melee +8 / 3d10+4, Ranged +6 / 3d10+2, Grapple +4
DC 0 1st2nd3rd4th5th6th7th8th9th
Spell /Day1265

Possessions: 1000 gp. Star ruby (1500 gp). Hematite (8 gp). Emerald (1500 gp). Violet garnet (200 gp). Star ruby (1500 gp). 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.


Social Check DCs

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