Valafar Faith, Male Tiefling [Permalink]
Personal [hide]
Description: He is an exceptionally muscular looking southern young adult. He has a large green mantle and cape that has been intricately interwoven into his violet robe. Beneath his clothing is a huge mess of scar tissue. His red hair is slicked back into a classic pompadour. His black unseeing eyes seem to look past you.
Personality: Valafar speaks confidently about a variety of topics with grace. He is clearly well-traveled and educated. He has a cruel streak; something he gained from his previous mentor. He harbors resentment against his former mentor.
History: A powerful necromancer made him what he is. His father was very strict, and drilled into him lessons on being the perfect gentleman. He was betrayed by a partner and left for dead, teaching him a humbling lesson in trusting others.
Motivation: He feels the way he acts is they only way to get by in the world; and he doesn't get along with people that don't share his tastes
Ideals: Impeccable. Flaws: Disease, Antagonistic. Bonds: Slave, Mentor. Occupation: Body Guard
Voice: Tuts and clicks tongue
Attributes [hide]
Medium (6'8") Tiefling, True Neutral (CR 18)
Armor Class 8
Hit Points 161 (18d12)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 7 (-2) | 15 (+2) | 17 (+3) | 15 (+2) | 16 (+3) |
Senses Passive Perception 12
Languages Common, Celestial, Aquan, Druidic
Attacks Melee +8 / 5d6+2, Ranged +4 / 5d6-2, Grapple +2
Possessions: 17000 gp. Chrysoberyl (50 gp). Tourmaline (50 gp). Jet (50 gp). Lapis lazuli (5 gp). Jet (50 gp). Sardonyx (60 gp). Aquamarine (1400 gp). Bloodstone (60 gp). Brown-green garnet (50 gp). Azurite (5 gp). Amethyst (50 gp). 1 Medium magic item. 1 Medium magic item. 1 Medium magic item.
Arannis Netyoive, Male Elf [Permalink]
Personal [hide]
Description: This man stands a little under 4'10" and is a bit bulky. He is very muscular particularly in the legs. He wears a simple tan robe with green stripes complete with hood. He has a very tight haircut. He tend to wears goggles to shield his eyes.
Personality: He is inclined to make off color jokes and interpret anything that could be construed as such as innuendo. He has the money to obtain near anything and knows that if you pay a man enough he will sell his own mother. Money is his most trusted friend.
History: Arannis lived on a farm with his mother, near the main road leading to a nearby town. Arannis liked to wander the woods near his home when he was young, something he still likes to do at least once a week. He never liked modest clothing or shoes, so he would wander the woods barefoot and lightly dressed, and he developed a good sense of balance and learned how to climb and swim well. He has since lost track of the people in his past.
Motivation: He is terrified, and will act out of fear; and an old rival family wants him found
Ideals: Joker. Flaws: Fearful. Bonds: Rich, Family, Nature. Occupation: Animal Trainer
Voice: Middle-eastern accent
Attributes [hide]
Medium (4'10") Elf, Lawful Neutral (CR 3)
Armor Class 14
Hit Points 18 (3d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 19 (+4) | 11 (+0) | 10 (+0) | 10 (+0) | 12 (+1) |
Senses Passive Perception 10
Languages Common, Elven
Attacks Melee +4 / 1d8+2, Ranged +6 / 1d8+4, Grapple +4
Possessions: 1400 sp.
Târz Tindall, Male Half-Orc [Permalink]
Personal [hide]
Description: Standing 5'6", this man wears dark leathers with embroidery. His white hair is braided into rings. His blue eyes show the wear and tear of someone lonely with a great burden to carry.
Personality: He is erratic and paranoid. He believes gnolls are coming to abduct people. He can't help but pocket interesting objects he comes across
History: He was born into a rich family. His father took him hunting and taught him how to get in the mind of other creatures. After months of barely getting by, Târz managed to ambush a major caravan with a load of valuables. Instantly wealthy, he made his way to the capital under a new identity.
Motivation: Wants his loneliness to end; and he has comitted a past crime that haunts him to this day
Bonds: Enemies, Criminal record, Rich, Nature, Has a crush. Occupation: Sailor
Voice: Spits and sputters
Attributes [hide]
Medium (5'6") Half-Orc, Chaotic Evil (CR 7)
Armor Class 9
Hit Points 39 (7d6)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 9 (-1) | 13 (+1) | 8 (-1) | 11 (+0) | 10 (+0) |
Senses Passive Perception 13
Languages Common, Orc
Attacks Melee +4 / 2d8+1, Ranged +2 / 2d8-1, Grapple +1
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 10 |
Possessions: 500 gp. Malachite (7 gp). White pearl (50 gp). Lapis lazuli (7 gp). Rock crystal (70 gp).
Baern Gorunn, Male Dwarf [Permalink]
Personal [hide]
Description: He appears as an extremely gaunt Dwarf, and stands approximately 4'0". He wears well tailored suits and hats with beautiful decoration. He is almost always dressed for an outing in high society, and his gloved hand is found clutching a sai. His chestnut hair is slicked back into a classic pompadour. He is baby faced.
Personality: He considers himself the protector of his home. He feels this is his duty and calling. He has a habit of throwing himself into exceedingly dangerous situations.
History: He was always a brilliant, if unscrupulous mind. His father had invested heavily in several trade routes and wanted him to inherit them. He routinely visits covens of witches but complains that many are fraudulent and lack true knowledge of magic.
Motivation: He is greedy.
Ideals: Logical. Flaws: Impulsive, Insane. Bonds: Rich, Guardian. Occupation: Barber
Voice: Forgets to breathe while speaking
Attributes [hide]
Medium (4'0") Dwarf, Chaotic Evil (CR 2)
Armor Class 12
Hit Points 17 (2d8)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 14 (+2) | 14 (+2) | 16 (+3) | 10 (+0) | 12 (+1) |
Senses Passive Perception 10
Languages Common, Dwarven, Gnoll, Infernal, Ignan
Attacks Melee +4 / 1d6+2, Ranged +4 / 1d6+2, Grapple +4
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 10 | 4 |
Possessions: 6000 cp. Carved harp of exotic wood with ivory inlay and zircon gems (600 gp). Solid gold idol (600 gp). Silver comb with moonstones (500 gp).
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