Nicholas Bradshaw, Male Human [Permalink]
Personal [hide]
Description: A thin man, he clearly needs to put on some weight, but he still has a lot of muscle. He is wearing a long, brown, dusty cloak. He has styled his red hair well, parting it to the left. His violet eyes have a joyful gleam in them most of the time.
Personality: His voice, at times compared to that of a Nymph, lambasts those who consider themselves "civilized" with snide, belittling remarks; the subtle growl he speaks with growing louder in doing so, one can find it most pronounced, despite the otherwise natural purity of his tone. He does not regard money as being a problem because it has never been a problem for him. He lives in a bit of an ivory tower believing all problems are one quick intervention away from being solved.
History: He is a Doppelganger in disguise. A freak accident while working with his Ploughman mother left him crippled. He came across an abandoned tomb where he found a relic that called out to him. After picking it up he was cursed by vampirism.
Motivation: Many dire rats want him driven away; and wants to work out more often
Ideals: Athletic. Flaws: Cynical, Disease. Bonds: Rich, Adventurer, Enemies. Occupation: Fletcher
Voice: Scandinavian accent
Attributes [hide]
Medium (6'5") Human, Chaotic Evil (CR 5)
Armor Class 9
Hit Points 34 (5d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 8 (-1) | 17 (+3) | 17 (+3) | 17 (+3) | 10 (+0) |
Senses Passive Perception 13
Languages Common, Undercommon, Druidic, Dwarven
Attacks Melee +4 / 2d4+1, Ranged +2 / 2d4-1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 14 | 3 | 3 | 1 | 0 | 0 | 0 | 0 |
Possessions: 400 gp. 1 Minor magic item. 1 Minor magic item.
Nimble Peak, Male Tabaxi [Permalink]
Personal [hide]
Description: This southern man's face is deformed and paralyzed on one side. As such, he slurs his words together. He wears a brown costume with the symbols of the sun god on his torso. He has styled his white fur well, parting it to the right. His fierce copper eyes like to dwell on things.
Personality: He is curt in most of his responses. He prefers to keep his word usage to a minimum to avoid giving away unnecessary information. He is susceptible to being scared and is in actuality easily frightened. He likes to tell stories.
History: He is the product a well kept family trust fund and as such has never really known need. While studying, he fell in love. They married and had a daughter. Some 3 years later his spouse died after the birth of his daughter. Heartbroken, Nimble never married again. Instead he focused his life to raising his daughter whom he trained as his mother had trained him before.
Motivation: He has money and likes to spend it; and he feels threatened by others
Flaws: Ugly, Shy, Fearful. Bonds: Rich, In love. Occupation: Herbalist
Voice: Low range voice
Attributes [hide]
Medium (5'2") Tabaxi, Chaotic Good (CR 4)
Armor Class 12
Hit Points 40 (4d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 14 (+2) | 16 (+3) | 16 (+3) | 14 (+2) | 10 (+0) |
Senses Passive Perception 12
Languages Common, Draconic, Druidic, Infernal
Attacks Melee +5 / 1d10+3, Ranged +4 / 1d10+2, Grapple +3
Possessions: 300 gp. Iolite (80 gp). White opal (700 gp). Coral (60 gp). 1 Chain shirt. 1 Breastplate. 1 Half-Plate. 1 Chain shirt.
Kelter Nimblefingers, Male Halfling [Permalink]
Personal [hide]
Description: He is dressed in earthy colors with a red and black handkerchief worn on his right side. He cuts an attractive figure and his suit of old armor is well cared for even if it is obsolete. His black hair is cut jaggedly and amateurishly. His hazel eyes are passionate and lively.
Personality: He is witty, but his monotone delivery comes off as unnerving He is a logical person and will generally grow upset if things defy logic and science.
History: Born to a pair of adventurers, Kelter grew up listening to his mother's many stories. His parents died when he was young, and he was unceremoniously dumped in the city orphanage. Kelter grew up in the orphanage, tormented by the older kids and famished from lack of food. To avoid death by starvation, most orphans take to a life of crime or prostitution (often both), and so did Kelter. He spent several years traveling with his friend, before both settled down to enjoy the fruits of their adventures.
Motivation: He feels that his past leaves him morally obligated to help; and he has passion for adventuring and risk
Ideals: Joker, Logical. Bonds: Attractive, Adventurer, Criminal record. Occupation: Animal Trainer
Voice: Speaks like tongue is numb
Attributes [hide]
Small (3'3") Halfling, Chaotic Neutral (CR 6)
Armor Class 12
Hit Points 19 (6d4)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 13 (+1) | 13 (+1) | 18 (+4) | 12 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common, Halfling, Dwarven, Draconic, Sylvan, Aquan
Attacks Melee +4 / 2d6+1, Ranged +4 / 2d6+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 15 | 4 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 |
Possessions: 3000 sp.
Broce Dunben, Male Gnome [Permalink]
Personal [hide]
Description: He dresses well, typically a more casual-formal manner. He cuts an attractive figure and his suit of old armor is well cared for even if it is obsolete. His white hair is slicked back into a classic pompadour. His skin is flawless and his violet eyes scan people very quickly.
Personality: He dislikes all the random violence that takes place in the south. He can't help but pocket interesting objects he comes across
History: His parents moved while he was still in utero so he is the first generation to be born here. His family was being driven out of business by several neighboring competitors. The father sought out extralegal help and others began closing their doors. He saw this and took pride in his father's willingness to do anything to win. He used his abilities to trick people and travel the world for free.
Motivation: He is being blackmailed/forced/etc and this influences his actions; and he will attempt to ambush and attack anyone he thinks he can take on alone and try to knock them out with non-lethal damage. if successful, he will try to sell them to his slave-trader contact
Ideals: Pacifist. Bonds: Attractive, Criminal record, Immigrant. Occupation: Courier
Voice: Mousy voice
Attributes [hide]
Small (3'7") Gnome, Lawful Evil (CR 11)
Armor Class 14
Hit Points 88 (11d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 16 (+3) | 17 (+3) | 16 (+3) | 15 (+2) | 11 (+0) |
Senses Passive Perception 12
Languages Common, Gnome, Aquan, Halfling, Elven
Attacks Melee +5 / 3d8+1, Ranged +7 / 3d8+3, Grapple +3
Possessions: 1700 gp.
Kite In the Wind, Male Tabaxi [Permalink]
Personal [hide]
Description: Wearing a closed helm and plate, one would not know what he was had he not made sure his armor was more form fitting than normal. Outside of the suit he prefers to wear pastel pants and tee shirts. He wears a Stetson hat to hide his balding. He wears round tiny glasses practically rammed into his face.
Personality: Confrontational and typically high on some drug or another. He always tries to repair and not replace. It was this mentality that drove him into the Dilettante business.
History: From birth he was tutored by a cruel and relentless mentor. He was an apprentice working in his mother's forge. He struck the Dilettante job and began his own company from there.
Motivation: Further expansion of business.
Ideals: Persistence. Flaws: Addict. Bonds: Mentor, Job. Occupation: Dilettante
Voice: Jittery and nervous
Attributes [hide]
Medium (5'1") Tabaxi, Chaotic Evil (CR 3)
Armor Class 10
Hit Points 32 (3d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 10 (+0) | 18 (+4) | 16 (+3) | 12 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common, Druidic, Orc, Undercommon
Attacks Melee +4 / 1d8+2, Ranged +2 / 1d8+0, Grapple +2
Possessions: Sard (60 gp). 1 Masterwork manacles. 1 Good lock. 1 Silver holy symbol.
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Their contribution stands as a beacon of hope for all adventurers!
