Gûndza Thackeray, Male Half-Orc [Permalink]
Personal [hide]
Description: This malnourished man wears an amalgamation of clothes and depending on the season will wear more layers of the continuing hodge podge. He sports a long brown beard, and similarly colored long hair. He wears round tiny glasses practically rammed into his face.
Personality: A deeply religious man he believes everything happens for a reason. He moves from fascination to fascination almost instantaneously. If something can keep his interest for a month it is impressive.
History: Gifted from a young age, Gûndza studied abroad. Like his father and his brother before him, after school he went straight into learning to become a Fortune-teller. He has achieved small success as a Fortune-teller.
Motivation: He feels threatened by others; and he'd like to take his coworkers down a peg
Ideals: Gifted. Flaws: Hedonist, Fearful. Bonds: Poor, Religious, Job. Occupation: Fortune-teller
Voice: Low rumbling, strings words together
Attributes [hide]
Medium (5'4") Half-Orc, Lawful Evil (CR 3)
Armor Class 12
Hit Points 26 (3d8)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 15 (+2) | 14 (+2) | 11 (+0) | 13 (+1) | 11 (+0) |
Senses Passive Perception 13
Languages Common, Orc
Attacks Melee +4 / 1d8+2, Ranged +4 / 1d8+2, Grapple +2
Possessions: 100 gp.
Therai Clandestine, Male Tiefling [Permalink]
Personal [hide]
Description: This man wears a green shirt with thin tan vertical stripes and black pants. He is muscular with a powerful set of arms. He has styled his black hair well, parting it to the left. His eyes are silver and he is always smoking a pipe.
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 claims to be unscrupulous but at the end of the day he will do what he thinks is right.
History: A powerful necromancer made him what he is. He worked as a nervous Roofer and found it very stressful. He inherited the family business which he has now maintained for 5 years.
Motivation: Find a way to reverse the transformation of his sister; and he is unsatisfied with his job
Ideals: Philantrophist, Justice. Bonds: Mentor, Job, Family. Occupation: Roofer
Voice: Old Prospector
Attributes [hide]
Medium (6'3") Tiefling, Neutral Good (CR 5)
Armor Class 11
Hit Points 34 (5d8)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 13 (+1) | 14 (+2) | 13 (+1) | 12 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common, Terran
Attacks Melee +7 / 2d4+4, Ranged +4 / 2d4+1, Grapple +4
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 12 | 3 | 2 | 2 | 2 |
Possessions: 600 gp. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Mardnab Folkor, Female Gnome [Permalink]
Personal [hide]
Description: A woman of a pale complexion, she likes to wear tan tank tops with white skirt. Her long auburn hair reaches down to her waist. Her violet eyes dart from person to person to random spaces in the air.
Personality: Mardnab wants to be seen as a stoic, levelheaded, noble Warlock, so she tries to act the part. She does a good job, for the most part... She is able to make almost anything out of random pieces of junk.
History: Mardnab was born the youngest of three triplets. The family's rival house kidnapped her sister with the intent that her sister marry their son to gain control of contested properties. Due to her spouse's obsession with being a Bather they were divorced and she won custody of their son. She worked as a Performer, and she later adopted a second son.
Motivation: Doesn't want to be a Performer and was forced into it by her family; and her religion dominates her actions
Ideals: Disciplined, Gifted. Bonds: Family, Religious. Occupation: Performer
Voice: Raspy
Attributes [hide]
Small (3'0") Gnome, Neutral Good (CR 1)
Armor Class 10
Hit Points 8 (1d8)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 9 (-1) | 11 (+0) | 15 (+2) | 12 (+1) | 17 (+3) |
Senses Passive Perception 11
Languages Common, Gnome, Giant, Gnoll
Attacks Melee +4 / 1d4+2, Ranged +1 / 1d4-1, Grapple +2
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 12 | 2 | 1 | 0 | 0 | 0 | 0 |
Possessions: 100 sp.
Sannl Gorunn, Female Dwarf [Permalink]
Personal [hide]
Description: She is well dressed, but even with her fine clothing she looks run-down. She has a moderate pudge and is not very fit. Her moppish chestnut hair is in a traditional bowl cut. She has a tattooed face.
Personality: She is quite rude, and likes to deride her opponents skill and shout insults at them. Only to laugh say gotcha and shoot double pistol fingers at the fooled target.
History: Sannl was born the youngest of three triplets. 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 west. She bought a scythe and has really upped her game hunting, due to her understanding of decoy and ambush.
Motivation: She has a rivalry with the Church that dominates her actions; and her spouse's relatives view her with great suspicion
Ideals: Joker. Flaws: Antagonistic. Bonds: Family, Nature, Religious. Occupation: Crown-heir
Voice: Smoker's lung
Attributes [hide]
Medium (4'2") Dwarf, Chaotic Good (CR 8)
Armor Class 9
Hit Points 51 (8d6)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 9 (-1) | 17 (+3) | 12 (+1) | 13 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common, Dwarven, Auran
Attacks Melee +4 / 2d10+1, Ranged +2 / 2d10-1, Grapple +1
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 12 | 3 | 3 | 3 |
Possessions: 100 pp.
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