Gomory Hill, Male Half-Elf [Permalink]
Personal [hide]
Description: This man wears suspenders and violet workpants. His shirt is grey, and he wears a heavy violet leather apron most of the time, and sports empty pouches on his belt. His chestnut hair is drawn into a tight pony tail with a card scrunchie. His eyes are hazel.
Personality: He has schizophrenia that causes him to hear things that aren't there and will sometimes respond to them. Animals are drawn to him, and he is able to talk to them.
History: He got into the Sailor business at a young age. While he appears to be a normal Half-Elf, he's... not quite right. Perhaps he's slightly insane, or otherwise so mentally alien to the rest of the world that he plain doesn't fit in. He ran away from his former home and has been making his living as a Sailor for the past few years.
Motivation: Wants to raise his children well; and he is unsatisfied with his job
Ideals: Gifted. Flaws: Disease, Insane. Bonds: Job, Family. Occupation: Sailor
Voice: Spanish accent
Attributes [hide]
Medium (5'1") Half-Elf, Lawful Good (CR 2)
Armor Class 12
Hit Points 12 (2d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 15 (+2) | 13 (+1) | 12 (+1) | 15 (+2) | 9 (-1) |
Senses Passive Perception 12
Languages Common, Elven, Ignan
Attacks Melee +5 / 1d6+3, Ranged +4 / 1d6+2, Grapple +3
Possessions: 90 gp. Pink pearl (100 gp). 1 Masterwork Common Melee.
Moon Running, Male Tabaxi [Permalink]
Personal [hide]
Description: He wears a pastel armored body suit, with a simple violet line shooting up and back down. He is bristling with hidden weapons, mostly monstrous two handed axes and tridents. His orange fur is still thick. His otherwise smooth face is marked with small tiny scars.
Personality: He will use flattery and sarcasm to attack and weaken his opponents. Despite his formidable combat skills he remains a coward. He is cautious and jumpy. He reacts to every sound and lacks any concept of subtlety.
History: Born to a poor family in the city he treasured whatever gifts he got. 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 has recently gotten a pet goose that steals things from people.
Motivation: He is terrified, and will act out of fear; and he feels threatened by others
Ideals: Fighting. Flaws: Fearful. Bonds: Criminal record, Poor. Occupation: Guard
Voice: Indian accent
Attributes [hide]
Medium (6'10") Tabaxi, True Neutral (CR 2)
Armor Class 13
Hit Points 18 (2d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 16 (+3) | 13 (+1) | 11 (+0) | 12 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common
Attacks Melee +3 / 1d6+1, Ranged +5 / 1d6+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 0 | 0 | 0 |
Possessions: 100 gp.
Moon Fang, Male Tabaxi [Permalink]
Personal [hide]
Description: This late middle aged man very much looks the part of a Marshal and is in decent physical shape. He has no fur. His yellow eyes peer out from beneath his wide-brimmed pastel hat.
Personality: He's a bit of a prankster. He knows he is clumsy and seen as such and will often feign amnesia after injury. He is a bit of a xeno-phobe, disliking non-Tabaxis.
History: Born in the north to a Marshal, Moon learned a great deal about his father's area of expertise. When he was little, his rather wealthy family often ventured across the island to a summer home near a large cave. He would wander through that large cave 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 island due to the painful memories there. Moon took refuge in the large cave and found the beat up pickaxe and armor he uses now. He inherited the family business which he has now maintained for 5 years.
Motivation: Wants to open a new tavern; and a strong sense of loyalty to half-elven people
Ideals: Joker. Flaws: Ugly, Racist. Bonds: Job, Nature. Occupation: Marshal
Voice: Sensual and smooth
Attributes [hide]
Medium (6'7") Tabaxi, Chaotic Neutral (CR 5)
Armor Class 14
Hit Points 44 (5d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
6 (-2) | 18 (+4) | 16 (+3) | 11 (+0) | 8 (-1) | 16 (+3) |
Senses Passive Perception 9
Languages Common
Attacks Melee +1 / 2d4-2, Ranged +7 / 2d4+4, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 3 | 2 |
Possessions: Rock crystal (60 gp). Rhodochrosite (13 gp). Aquamarine (1100 gp). 1 Minor magic item. 1 Minor magic item.
Meriele Qualanthri, Female Elf [Permalink]
Personal [hide]
Description: What flesh remains visible is marred by burns. She typically wears blue cloth garments or leather armor. Her red hair is kept up in a ponytail inside a small hat. Her eyes are gray and beady.
Personality: She never swears and excessively uses polite adverbs when speaking. Only to laugh say gotcha and shoot double pistol fingers at the fooled target.
History: She is the product a well kept family trust fund and as such has never really known need. Her parents were killed by dire rats in a raid when she was still a young child. The dire rats captured her, and made her a slave and general play-thing. She was beaten and tortured regularly, leading to her deformed appearance. Days after completing her studies, news broke out that her hometown was attacked by dire rats. Meriele was horrified and prayed that her mother was alright. However, she heard that her mother had died fighting off the dire rats.
Motivation: Her name or reputation has been wronged in the past by dire rats, and she desires to right it; and money/treasure
Ideals: Optimist, Joker. Flaws: Ugly. Bonds: Rich, Enemies. Occupation: Miller
Voice: Prounounces S like Z
Attributes [hide]
Medium (4'8") Elf, Chaotic Neutral (CR 8)
Armor Class 10
Hit Points 37 (8d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 10 (+0) | 10 (+0) | 15 (+2) | 8 (-1) | 18 (+4) |
Senses Passive Perception 9
Languages Common, Elven, Infernal, Orc
Attacks Melee +4 / 2d10+1, Ranged +3 / 2d10+0, Grapple +1
Possessions: 600 gp.
Alice Hastings, Female Human [Permalink]
Personal [hide]
Description: This slender woman stands about 5'0". She wears a simple brown robe with blue stripes complete with hood. Her golden hair is well kept. Her green eyes are desperate and heavily dilated. She has the appearance of someone under the heavy influence of drugs.
Personality: She is intelligent and cunning, but she will too often allow her rage to get the better of her. She will lose her cool and rely on brute force to carry the day. She has no love for corruption and racketeering and views those as crimes of the highest magnitude.
History: A powerful brothel owner made her what she is. In her formative years she discovered how persuasive she was. She began using that to her advantage selling useless wares at inflated prices. After a long history of fighting, Alice and her spouse have recently divorced.
Motivation: Retire the richest woman in the south; and she's repulsed by the pc
Ideals: Justice, Entrepeneur. Flaws: Addict, Antagonistic. Bonds: Mentor. Occupation: Junk Dealer
Voice: Dutch accent
Attributes [hide]
Medium (5'0") Human, Lawful Neutral (CR 11)
Armor Class 10
Hit Points 47 (11d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 11 (+0) | 13 (+1) | 13 (+1) | 14 (+2) | 15 (+2) |
Senses Passive Perception 12
Languages Common, Undercommon
Attacks Melee +7 / 3d8+3, Ranged +4 / 3d8+0, Grapple +4
Possessions: 6000 sp. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
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