Foxilon Tealeaf, Male Halfling [Permalink]
Personal [hide]
Description: The dark-skinned man stands 3'2" and dresses in collared shirts and wears a proper scarf over his head. With a patchy brown beard and wild brown hair. His gray eyes lackadaisically let the world flow into them.
Personality: He runs his personal life as if detached from it. He organizes appointments and outings based on perceived benefits he will get from it. He uses his nature as a weapon; he likes to lead opponents to think him in distress.
History: He was born to a pair of big game hunters, but was frequently ill as a child. A serious injury left his father unemployed and in need of constant care. His family became saddled with debt trying to care for his infirm father. He was always very intelligent and has formed a secret society of philosophers.
Motivation: Human compassion; and a strong sense of loyalty to human people
Flaws: Selfish, Secretive, Disease, Racist. Bonds: Debt. Occupation: Banker
Voice: Can't modulate volume
Attributes [hide]
Small (3'2") Halfling, Lawful Neutral (CR 1)
Armor Class 12
Hit Points 10 (1d8)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 13 (+1) | 15 (+2) | 13 (+1) | 9 (-1) | 10 (+0) |
Senses Passive Perception 9
Languages Common, Halfling, Druidic
Attacks Melee +3 / 1d4+1, Ranged +3 / 1d4+1, Grapple +3
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 9 |
Possessions: 800 sp.
Thoradin Rubyeye, Male Dwarf [Permalink]
Personal [hide]
Description: He is an average looking western male in his early mid-life. He prefers to wear fine silks, though has several suits of combat armor for his hunting needs. His chestnut hair is well kept and his bushy mustache is tapered upwards at the ends. His voice is smooth and creepy, always level, but somehow just slightly unnerving.
Personality: He is inclined to make off color jokes and interpret anything that could be construed as such as innuendo. He is very protective of his business, his home, and his spouse. He is willing to work with less than legal methods but maintains the front of legitimacy.
History: His mother raised him in a mountain cabin. At a young age both his parents were killed in an accident. His uncle (a powerful person with enemies on both sides of the law) took him in and had him trained in basic self defense. He was betrayed by a partner and left for dead, teaching him a humbling lesson in trusting others.
Motivation: He's repulsed by the PC; and seeks redemption
Ideals: Joker. Flaws: Insane, Antagonistic. Bonds: Rich, Criminal record, Nature. Occupation: Laborer
Voice: Rolls R's
Attributes [hide]
Medium (4'5") Dwarf, Chaotic Evil (CR 4)
Armor Class 10
Hit Points 31 (4d6)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 7 (-2) | 11 (+0) | 15 (+2) | 16 (+3) | 16 (+3) | 13 (+1) |
Senses Passive Perception 13
Languages Common, Dwarven, Infernal, Abyssal, Sylvan
Attacks Melee +0 / 1d10-2, Ranged +2 / 1d10+0, Grapple +0
Possessions: 500 gp. Chalcedony (70 gp). Chalcedony (70 gp). Star ruby (900 gp).
Three Shoe, Male Tabaxi [Permalink]
Personal [hide]
Description: He is a husky man, who wears a fine chain shirt which he covers with brown colored cloaks and clothing. His black fur is knotted and matted. His eyes are a pleasant green.
Personality: Friendly and accommodating he would invite many more into his home than his spouse would be comfortable with if they did not express concern about it. He is a logical person and will generally grow upset if things defy logic and science.
History: Born in the west to a Barrister, Three learned a great deal about his mother's area of expertise. He dropped out of school before completing his studies. He has gone from town to town working and never settling down anywhere, but has fallen for a local Carter. He hasn't told them the truth, but wants to settle down with them.
Motivation: His spouse's relatives view him with great suspicion; and he wants to get laid
Ideals: Philantrophist, Logical. Bonds: Job, Has a crush, Family. Occupation: Barrister
Voice: Speaks fast with a slight lisp
Attributes [hide]
Medium (5'7") Tabaxi, Neutral Evil (CR 1)
Armor Class 12
Hit Points 9 (1d8)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 15 (+2) | 12 (+1) | 10 (+0) | 12 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common
Attacks Melee +2 / 1d4+0, Ranged +4 / 1d4+2, Grapple +2
Possessions: 60 gp. Moss agate (15 gp). 1 Masterwork Common Melee.
Gerbo Gummen, Male Gnome [Permalink]
Personal [hide]
Description: He is a pot bellied southern man with a big hulking figure and broad shoulders. He is bundled in multiple layers and is prepared for a desert trek wearing a turban that covers his face most of the time. He keeps his long red hair kept up in a rat tail. His green eyes show the wear and tear of someone lonely with a great burden to carry.
Personality: He believes there is no problem he cannot solve with sufficient elbow grease and persistence, if it is the best or most economic solution matters not. He also hits on women, regardless of circumstances.
History: His mother raised him in a mountain cabin. Gerbo was born on a far southern island where he grew up under the tutelage of his father, an expert Healer. One night he noticed a nearby shooting star which he hiked out to see where it landed. It turned out to be an ancient artifact of some kind. He has done his darndest to repair it but it is currently non-functional.
Motivation: He has a crush on the local Spy; and he would like to get married and retire
Ideals: Athletic, Persistence. Bonds: Has a crush, Nature, Immigrant. Occupation: Healer
Voice: Dutch accent
Attributes [hide]
Small (3'3") Gnome, True Neutral (CR 1)
Armor Class 8
Hit Points 14 (1d10)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 5 (-3) | 18 (+4) | 16 (+3) | 15 (+2) | 14 (+2) |
Senses Passive Perception 12
Languages Common, Gnome, Undercommon, Halfling, Dwarven
Attacks Melee +3 / 1d4+1, Ranged -1 / 1d4-3, Grapple +1
Possessions: 1 Masterwork Uncommon Weapon.
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Their contribution stands as a beacon of hope for all adventurers!

