Ahrim Weary, Male Tiefling [Permalink]
Personal [hide]
Description: His left side is far more bruised and cut up than his other. He does not wear sleeves and tends to eschew shirts when he can avoid it. His hair is blue and curly. He has silver eyes.
Personality: He is filled with cunning. He likes to feign weakness letting people think he is weak. He passes on several rewards to people in need. He makes a point to leave places better than he found them.
History: His parents moved while he was still in utero so he is the first generation to be born here. While he appears to be a normal Tiefling, 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 moves from town to town, unable to find a place to settle.
Motivation: A deep hatred of orcs; and further expansion of business
Ideals: Philantrophist. Flaws: Ugly, Secretive, Insane. Bonds: Immigrant. Occupation: Fortune-teller
Voice: Low range voice
Attributes [hide]
Medium (6'2") Tiefling, Lawful Neutral (CR 8)
Armor Class 11
Hit Points 38 (8d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 13 (+1) | 15 (+2) | 10 (+0) | 8 (-1) | 15 (+2) |
Senses Passive Perception 9
Languages Common
Attacks Melee +6 / 2d10+3, Ranged +4 / 2d10+1, Grapple +3
Possessions: 80000 cp. Chrysoprase (50 gp). Black star sapphire (1100 gp). 1 Minor magic item. 1 Minor magic item.
Eldon Albaratie, Male Gnome [Permalink]
Personal [hide]
Description: This late middle aged man tends to wear a large tan jacket and is in decent physical shape. His blonde hair is lengthy and is close to two feet long. He wears round tiny glasses practically rammed into his face.
Personality: While he acts the brute, he is far gentler than he would appear. He is however greedy and will demand payment and proof of collateral's value and will produce a merchant's scale to make sure he is not cheated out of a speck.
History: A studious child he never was much for a social life, not because he was unlikable, but because he did not seek it out. His spouse left him for another, whom he beat to an almost bloody pulp. He did not win them back, but he came to a realization. To get what you want from life, you must take it. He's also a talented Body Guard, but doesn't like to broadcast it.
Motivation: To be a Body Guard again; and he desires power and/or immortality
Ideals: Fighting, Entrepeneur, Gifted. Bonds: Job, Adventurer. Occupation: Assassin
Voice: Sighs a lot, exhausted
Attributes [hide]
Small (3'5") Gnome, Neutral Good (CR 4)
Armor Class 13
Hit Points 30 (4d10)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 14 (+2) | 12 (+1) | 11 (+0) | 11 (+0) | 11 (+0) |
Senses Passive Perception 10
Languages Common, Gnome
Attacks Melee +4 / 1d10+2, Ranged +4 / 1d10+2, Grapple +2
Possessions: 4000 sp. Ceremonial electrum dagger with a star ruby in the pommel (500 gp). A roughly beaten golden orb (60 gp). A large tome filled with over one hundred recipes written by a former royal chef. (60 gp). 1 Average lock.
Aldous Morton, Male Human [Permalink]
Personal [hide]
Description: This northern man is abnormally tall. He wears rags and sports a simple walking cane. His whole body is exceptionally muscular. His hair is cut close to his head. His brown eyes dart around the room hyper actively observing anyone and anything.
Personality: Overbrimming with self-confidence, Aldous isn't afraid of most anything. He has a strong dislike to people who do not believe in Human unity. The occasional robbery is his preferred attention getting crime, but he mainly uses his means for meeting his own perverse desires.
History: He was raised in a island tribe. In his 15th year, his parents were killed by a goblins raid, leaving Aldous alone in the world. After a stint in an orphanage, he was adopted. He has recently gotten a pet goose that steals things from people.
Motivation: Seeks redemption; 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: Impeccable. Bonds: Poor, Immigrant, Criminal record, Nature, Enemies. Occupation: Dilettante
Voice: French accent
Attributes [hide]
Medium (6'4") Human, Chaotic Neutral (CR 11)
Armor Class 11
Hit Points 50 (11d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 12 (+1) | 13 (+1) | 12 (+1) | 13 (+1) | 10 (+0) |
Senses Passive Perception 15
Languages Common, Celestial
Attacks Melee +5 / 3d8+1, Ranged +5 / 3d8+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 3 | 3 | 3 | 2 |
Possessions: 2100 gp. 1 Minor magic item.
Two Llamas Candle, Male Tabaxi [Permalink]
Personal [hide]
Description: Dark and lean, he is a relatively plain man. He does not wear sleeves and tends to eschew shirts when he can avoid it. His cinnamon fur is matted, messy, and big. His voice is smooth and creepy, always level, but somehow just slightly unnerving.
Personality: He tends to agree with only himself unless someone else's opinion sounds like he can profit from it. He tries to control his temper but he can't always stop himself from what he feels what must be done. He has a cruel streak; something he gained from his previous mentor. He harbors resentment against his former mentor.
History: He was born at the edge of vast island. 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. Two Llamas took refuge in the large cave and found the beat up quarterstaff and armor he uses now. He bought a quarterstaff and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: He is not mentally stable, and does not behave rationally.
Flaws: Ugly, Insane, Antagonistic. Bonds: Mentor, Nature. Occupation: Spice Merchant
Voice: Thin and wheezing
Attributes [hide]
Medium (6'10") Tabaxi, Lawful Evil (CR 5)
Armor Class 15
Hit Points 56 (5d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 20 (+5) | 15 (+2) | 14 (+2) | 15 (+2) | 16 (+3) |
Senses Passive Perception 12
Languages Common, Celestial, Goblin
Attacks Melee +6 / 2d4+3, Ranged +8 / 2d4+5, Grapple +8
Possessions: 1000 sp. Rhodochrosite (7 gp). Red-brown spinel (70 gp). Malachite (7 gp). Obsidian (7 gp). 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Spring Mirror, Female Tabaxi [Permalink]
Personal [hide]
Description: She wears a brown cloak and cross-gartered red stockings. She is bristling with hidden weapons, mostly scimitars and lances. Her black fur is knotted and matted. Her eyes are likewise hazel. Her teeth are white and perfect.
Personality: She is soft-spoken, optimistic and speaks nonstop, as she rather likes the sound of her voice. Her demeanor is somewhat feminine. Her job bores her to no end. She has decided to make it more interesting.
History: She was born to a pair of big game hunters, but was frequently ill as a child. Her parents died when she was young, and she was unceremoniously dumped in the city orphanage. Spring 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 Spring. Since then, she has sought to make the best of life.
Motivation: She possesses a valuable artifact that the thieves guild wishes to steal; and obtaining odd cultural elven artifacts is her passion
Ideals: Optimist. Flaws: Disease. Bonds: Criminal record, Attractive, Adventurer. Occupation: Banker
Voice: Breathy voice
Attributes [hide]
Medium (5'2") Tabaxi, Lawful Evil (CR 3)
Armor Class 12
Hit Points 22 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 14 (+2) | 14 (+2) | 12 (+1) | 14 (+2) | 14 (+2) |
Senses Passive Perception 12
Languages Common, Undercommon
Attacks Melee +4 / 1d8+2, Ranged +4 / 1d8+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 0 | 0 | 0 | 0 | 0 |
Possessions: 400 gp. 1 Everburning torch. 3 Tanglefoot bags.
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