Don Windsor, Male Human [Permalink]
Personal [hide]
Description: 6'3" and muscular, this northern man is dressed in an above average manner. He has a long red beard with little hanging trinkets. His face is covered beneath a completely black helmet.
Personality: He is witty, but his monotone delivery comes off as unnerving Animals are drawn to him, and he is able to talk to them.
History: His druidic talent manifested at a young age. Aiming to upstage a rival house, his parents had him trained. Ostracized due to the druidic powers of his oldest brother, he and his siblings struck out on their own. In the process these unassuming Humans became a terror of the countryside. He then took over the family business and is one of the better Assassin for hire.
Motivation: Wants to work out more often; and he feels that his past leaves him morally obligated to help
Ideals: Athletic, Joker, Gifted. Bonds: Attractive. Occupation: Assassin
Voice: Irish accent
Attributes [hide]
Medium (6'3") Human, Lawful Evil (CR 3)
Armor Class 11
Hit Points 11 (3d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 13 (+1) | 11 (+0) | 12 (+1) | 15 (+2) | 11 (+0) |
Senses Passive Perception 12
Languages Common, Abyssal
Attacks Melee +3 / 1d8+1, Ranged +3 / 1d8+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 4 | 2 | 1 |
Possessions: 400 gp.
Norkruuth Raghthroknaar, Male Dragonborn [Permalink]
Personal [hide]
Description: He is lean but muscular and wears tight fitting pants and leather jackets. He usually doesn't wear a shirt. He wears his silver crest down. His red eyes show the wear and tear of someone lonely with a great burden to carry.
Personality: He will use flattery and sarcasm to attack and weaken his opponents. Despite his formidable combat skills he remains a coward. He plays an instrument quite well.
History: Sold as a small child to a necromancer, Norkruuth was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. 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 struck the Dilettante job and began his own company from there.
Motivation: Wants to open a new tavern; and he is currently in port desperately looking for someone to get him out
Ideals: Fighting, Artistic. Bonds: Mentor, Job, Slave. Occupation: Dilettante
Voice: Draws out vowels
Attributes [hide]
Medium (6'6") Dragonborn, Lawful Neutral (CR 4)
Armor Class 10
Hit Points 4 (4d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 11 (+0) | 7 (-2) | 6 (-2) | 15 (+2) | 12 (+1) |
Senses Passive Perception 12
Languages Common
Attacks Melee +4 / 1d10+2, Ranged +2 / 1d10+0, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 8 |
Possessions: 13000 sp.
Zepar Poetry, Male Tiefling [Permalink]
Personal [hide]
Description: His right thumb is blackened and bruised, but otherwise he appears quite healthy. He wears professional attire. He wears a small hat to hide his balding. His black eyes dart from person to person.
Personality: He believes mankind has become decadent and spoiled by the march of civilization and an end should come to life as we know it. He is frequently practicing swordplay.
History: The child of eastern immigrants he idolized his mother. His father was supposedly a charlatan fortune teller, but he insists his father was legitimate. He moves from town to town, unable to find a place to settle.
Motivation: He wants nothing more than to rejoin the army.
Bonds: Attractive, Nature, Military, Immigrant, Religious. Occupation: Merchant
Voice: Stutters
Attributes [hide]
Medium (5'1") Tiefling, Lawful Evil (CR 1)
Armor Class 11
Hit Points 12 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 12 (+1) | 18 (+4) | 13 (+1) | 14 (+2) | 16 (+3) |
Senses Passive Perception 12
Languages Common, Orc
Attacks Melee +3 / 1d4+1, Ranged +3 / 1d4+1, Grapple +1
Possessions: 110 gp. Bloodstone (70 gp).
Tagga Myerscough, Female Half-Orc [Permalink]
Personal [hide]
Description: She appears as an extremely gaunt Half-Orc, and stands approximately 4'8". She wears a simple burlap shirt and baggy pants. She conceals her trident with her veritable burlap sack of a shirt, and her gloved hand is found clutching a trident. She wears her golden hair up in a very large beehive style do. Her green eyes show the wear and tear of someone lonely with a great burden to carry.
Personality: She thrives on attention. She does whatever is in her power to gain the attention of whomever she deems a fit date. She never wears the same outfit twice, unless she absolutely has to.
History: She got into the Sailor business at a young age. She was an adventurer many years ago and she formed a blood bond with her Tabaxi companion (her 'brother'). She has drifted from career to career and currently works as a Sailor.
Motivation: Money/treasure; and a need for knowledge about a nearby landmark
Ideals: Artistic. Bonds: Attractive, Job, Adventurer, Rich. Occupation: Sailor
Voice: Aggressive tone
Attributes [hide]
Medium (4'8") Half-Orc, Lawful Good (CR 7)
Armor Class 12
Hit Points 46 (7d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 14 (+2) | 10 (+0) | 11 (+0) | 10 (+0) | 12 (+1) |
Senses Passive Perception 10
Languages Common, Orc
Attacks Melee +6 / 2d8+3, Ranged +5 / 2d8+2, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 6 |
Possessions: 200 gp. Coral (90 gp). Lapis lazuli (7 gp). Onyx (50 gp).
Merla Fastfoot, Female Halfling [Permalink]
Personal [hide]
Description: This woman wears a red costume with the symbols of strength on her torso, and sports empty pouches on her belt. She keeps her golden hair in a flapper bob. She has green eyes and a red hat with a brown feather.
Personality: She is a Healer first and foremost. She believes firmly that knowledge should be universal. Animals are drawn to her, and she is able to talk to them.
History: Merla was born to in a poor docking district. She spent her early days working in the same smith shop her mother was employed at, doing general labor. She worked as a nervous Healer and found it very stressful. She now has a substantial network of resources ranging from contacts to ships to peers.
Motivation: To prove her worth to the world; and balancing her hectic life and new healer responsibilities is difficult
Ideals: Gifted, Entrepeneur. Flaws: Impulsive. Bonds: Job, Poor. Occupation: Healer
Voice: Scratchy, weak
Attributes [hide]
Small (2'9") Halfling, Chaotic Neutral (CR 2)
Armor Class 13
Hit Points 14 (2d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 14 (+2) | 13 (+1) | 9 (-1) | 12 (+1) | 8 (-1) |
Senses Passive Perception 11
Languages Common, Halfling
Attacks Melee +2 / 1d6+0, Ranged +4 / 1d6+2, Grapple +2
Possessions: 70 gp.
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