Lone Wing, Female Tabaxi [Permalink]
Personal [hide]
Description: This slender woman stands about 6'4". She is wearing a long, pastel, dusty cloak. She sports a flattop fur cut. Her yellow eyes are slightly larger than normal.
Personality: Always inclined to offer people food she seems plenty friendly. Her temper goes off on the smallest of things. She tends to lash out at those around her.
History: She was a bastard born out of an affair, and her father always resented and mistreated her for it out of spite. She took every job she could get her hands on, but the opportunities for Tabaxis in the west were limited. She moves from town to town, unable to find a place to settle.
Motivation: An old rival family wants her found; and regain custody of her daughter
Ideals: Philantrophist. Flaws: Antagonistic. Bonds: Immigrant, Family. Occupation: Herbalist
Voice: Booming voice
Attributes [hide]
Medium (6'4") Tabaxi, True Neutral (CR 6)
Armor Class 10
Hit Points 35 (6d8)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 11 (+0) | 10 (+0) | 12 (+1) | 9 (-1) | 15 (+2) |
Senses Passive Perception 9
Languages Common, Halfling
Attacks Melee +3 / 2d6+0, Ranged +3 / 2d6+0, Grapple +0
Possessions: 900 gp. A silver and pearl hairclip (50 gp). Gold dragon comb with red garnet eye (800 gp). 1 Minor magic item.
Lilith Dodge, Female Tiefling [Permalink]
Personal [hide]
Description: An imposing woman with a heavy stainless steel prosthetic left leg, she wears tight fighting clothing, which leaves very little to the imagination. She keeps her chestnut hair in a pixie cut. Her eyes are red.
Personality: Prone to second guessing herself, she comes off as nervous. She is frequently practicing swordplay.
History: The child of a Roofer, who enjoyed hunting, Lilith was taken on many hunting expeditions. Lilith liked to wander the woods near her home when she was young, something she still likes to do at least once a week. She never liked modest clothing or shoes, so she would wander the woods barefoot and lightly dressed, and she developed a good sense of balance and learned how to climb and swim well. She bought a scimitar and has really upped her game hunting, due to her understanding of decoy and ambush.
Motivation: To fight the greatest warriors and to fight in the greatest battles ever.
Ideals: Fighting. Flaws: Shy. Bonds: Military, Nature. Occupation: Glassblower
Voice: Farmer accent
Attributes [hide]
Medium (5'3") Tiefling, Lawful Neutral (CR 1)
Armor Class 12
Hit Points 11 (1d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 15 (+2) | 13 (+1) | 15 (+2) | 18 (+4) | 15 (+2) |
Senses Passive Perception 14
Languages Common, Terran, Aquan
Attacks Melee +2 / 1d4+0, Ranged +4 / 1d4+2, Grapple +2
Possessions: 200 sp. An abacus with copper, silver and gold markers (50 gp). 1 Masterwork Common Melee.
Nuraval Ungart, Male Dwarf [Permalink]
Personal [hide]
Description: He is a small man, but exceptionally fit. He wears rags and sports a simple walking cane. His black hair is heavily combed to the left. His face is covered beneath a completely black helmet.
Personality: He is a melancholic, but persistent worker. He resents family life and as such spurns the advances of admirers. He has a cruel streak; something he gained from his previous mentor. He harbors resentment against his former mentor.
History: He was a bastard born out of an affair, and his father always resented and mistreated him for it out of spite. When money was particularly tight he was walking through alleys when he overheard a Seamstress hiring some criminals to sabotage a competitor. He made his way to the other competitor and parlayed his knowledge into a job. During his travels, Nuraval and his party rested in a cavern that was (unknown to them) infused with powerful dark magic. Upon awakening, Nuraval discovered the rest of his party dead, transformed into horrible, mindless undead versions of their former selves. Nuraval fled the cavern, stopping for breath at a small pool, and only then realizing his own horrible transformation.
Motivation: He feels kind of lost in life.
Ideals: Athletic. Flaws: Depressed, Antagonistic. Bonds: Poor, Mentor. Occupation: Seamstress
Voice: Middle-eastern accent
Attributes [hide]
Medium (4'2") Dwarf, True Neutral (CR 2)
Armor Class 10
Hit Points 14 (2d8)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 11 (+0) | 15 (+2) | 16 (+3) | 12 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common, Dwarven, Abyssal, Terran, Draconic
Attacks Melee +4 / 1d6+2, Ranged +2 / 1d6+0, Grapple +2
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 13 | 2 | 2 | 0 | 0 | 0 | 0 | 0 |
Possessions: 1 Banded mail.
Naal Floshem, Male Half-Elf [Permalink]
Personal [hide]
Description: This slender man stands about 5'8". He wears a yellow armored body suit, with a simple black line shooting up and back down. His moppish golden hair is in a traditional bowl cut. His eyes are blue and he is always smoking a pipe.
Personality: Calm and collected, he is a well trained Guard. He has a hair trigger and will fly into rage over the tiniest perceived slights.
History: Naal hails from a village terrorized by illithids. When he came of age, he joined a caravan that would eventually take him to the capital. He would practice along the way and, when he arrived, be apprenticed to a Guard. He left for the south, certain he would find work there.
Motivation: He'd like to take his coworkers down a peg; and balancing his hectic life and new guard responsibilities is difficult
Flaws: Antagonistic. Bonds: Job, Enemies, Immigrant. Occupation: Guard
Voice: Excited and jittery
Attributes [hide]
Medium (5'8") Half-Elf, Chaotic Good (CR 5)
Armor Class 12
Hit Points 17 (5d6)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 15 (+2) | 13 (+1) | 15 (+2) | 11 (+0) | 11 (+0) |
Senses Passive Perception 10
Languages Common, Elven, Orc, Goblin
Attacks Melee +3 / 2d4+0, Ranged +5 / 2d4+2, Grapple +2
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 11 | 3 | 2 |
Possessions: 30000 cp.
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Their contribution stands as a beacon of hope for all adventurers!

