Pelt Of Dragons, Female Tabaxi [Permalink]
Personal [hide]
Description: She has the majority of her body covered in plate. She wears her red fur down. She wears round tiny glasses practically rammed into her face.
Personality: She is happy with her job as a Sailor. She turns her eye from what people do, preferring to live and let live. Her job bores her to no end. She has decided to make it more interesting.
History: Pelt hails from a village terrorized by goblins. She was an adventurer many years ago and she formed a blood bond with her Tabaxi companion (her 'brother'). She has dedicated herself to building a better trade route.
Motivation: Expand her business.
Bonds: Job, Adventurer, Criminal record, Enemies. Occupation: Sailor
Voice: Smooth and feminine
Attributes [hide]
Medium (4'7") Tabaxi, Neutral Evil (CR 5)
Armor Class 12
Hit Points 43 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 15 (+2) | 12 (+1) | 8 (-1) | 15 (+2) | 15 (+2) |
Senses Passive Perception 12
Languages
Attacks Melee +4 / 2d4+1, Ranged +5 / 2d4+2, Grapple +2
Possessions: 400 gp.
Vicky Tatum, Female Human [Permalink]
Personal [hide]
Description: This woman wears a grey armored body suit, with a simple brown line shooting up and back down. She is muscular with a powerful set of arms. Her hair is chestnut and curly. This brown eyed southerner is not easily forgotten.
Personality: She is curt in most of her responses. She prefers to keep her word usage to a minimum to avoid giving away unnecessary information. She is a bit of a xeno-phobe, disliking non-Humans.
History: Vicky lived on a farm with her mother, near the main road leading to a nearby town. Her first spouse was a Cartwright, they had one daughter, but her spouse won total custody. Without her spouse to temper her she grew out of control. She has taken up leadership of the village's small militia in response to orcs demanding more tribute than usual.
Motivation: Marry her brother to traveling adventurers; and regain custody of her daughter
Flaws: Shy, Racist. Bonds: Family, Enemies. Occupation: Roofer
Voice: Laughs frequently while speaking
Attributes [hide]
Medium (5'2") Human, Chaotic Neutral (CR 1)
Armor Class 12
Hit Points 7 (1d6)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 15 (+2) | 12 (+1) | 9 (-1) | 13 (+1) | 17 (+3) |
Senses Passive Perception 11
Languages Common
Attacks Melee +4 / 1d4+2, Ranged +4 / 1d4+2, Grapple +2
Possessions: 150 gp.
Nalral Rumnaheim, Male Dwarf [Permalink]
Personal [hide]
Description: He is an average looking eastern male in his early mid-life. He wears dull grey sweaters, loose black pants, and alligator leather shoes. Beneath his sweater he keeps a concealed flail, just in case. His black hair is greying along the sides and has receded to reveal a widow's peak. He has gleaming, smiling hazel eyes.
Personality: He likes to brag about his accomplishments and constantly tries to beat others to the punch. He lacks moral complications. He does what he is told to by employers but not much else. He spends his money on whatever he fancies at the time.
History: Born to a pair of adventurers, Nalral grew up listening to his mother's many stories. When he was little, his rather wealthy family often ventured across the plains to a summer home near a old dungeon. He would wander through that old dungeon 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 plains due to the painful memories there. Nalral took refuge in the old dungeon and found the beat up flail and armor he uses now. He inherited the family business which he has now maintained for 8 years.
Motivation: To protect his home; and balancing his hectic life and new fisher responsibilities is difficult
Ideals: Passionate. Bonds: Job, Adventurer, Nature, Guardian. Occupation: Fisher
Voice: Uses sign language
Attributes [hide]
Medium (4'3") Dwarf, Chaotic Good (CR 2)
Armor Class 11
Hit Points 11 (2d6)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 13 (+1) | 12 (+1) | 15 (+2) | 8 (-1) | 14 (+2) |
Senses Passive Perception 9
Languages Common, Dwarven, Gnome, Elven
Attacks Melee +3 / 1d6+1, Ranged +3 / 1d6+1, Grapple +1
Possessions: 90 gp.
Quelenna Mystralath, Female Elf [Permalink]
Personal [hide]
Description: A hulking woman with gigantic muscles, she is wearing dark clothing and a heavy breastplate, keeping many of her physical features obscured. Her long silver hair is drawn into a two foot long braid. This brown eyed northerner is not easily forgotten.
Personality: Quelenna is a sociable creature first and foremost. She loves to listen to people at length before talking their ear off. She can carry on conversation for hours and will do so. Quelenna enjoys physical pleasures, and is well known for her love of warm baths in the hot springs near the town.
History: Gifted from a young age, Quelenna studied abroad. After coming to the age of reason, Quelenna took it upon herself to study the druidic arts in their entirety; because of this, she was labeled a dark omen and banished from her homeland. When she grew older, she became a bit more civilized, usually hanging around bars and taverns. She began work as a mercenary for hire. She would embark on any mission as long as the price was right.
Motivation: To be a Weaver again; and sabotage a competitor
Ideals: Extrovert, Gifted. Flaws: Hedonist. Bonds: Adventurer, Job. Occupation: Herbalist
Voice: Thin and wheezing
Attributes [hide]
Medium (4'8") Elf, Chaotic Neutral (CR 3)
Armor Class 12
Hit Points 23 (3d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 15 (+2) | 6 (-2) | 7 (-2) | 12 (+1) | 18 (+4) |
Senses Passive Perception 11
Languages Common, Elven
Attacks Melee +3 / 1d8+1, Ranged +4 / 1d8+2, Grapple +2
Possessions: 400 gp. 1 Darkwood Buckler. 1 Masterwork studded leather. 1 Half-Plate.
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