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Habor Random, Male Tiefling [Permalink]

Personal [hide]

Description: He wears an old set of leather armor, nicked and torn by the ravages of time and battle, and carries morningstars. His purple hair is knotted and matted. His gold eyes are desperate and heavily dilated. He has the appearance of someone under the heavy influence of drugs.

Personality: He fancies himself a trickster and likes to rely on his wits to carry the day. He cares for his older siblings and likes to be recognized by them. He disdains his fellow northerners, claiming they make him look unintelligent just for using an accent.

History: Habor was born the youngest of three triplets. Being born in the north, he completed his medical training abroad so as to avoid the war. He returned after the war having achieved medical proficiency. He was a general practitioner in the north for years, until he, through no fault of his own, lost a patient who had a very powerful family. Rather than risk reprisal he made his way south. He has been saving his money to try and buy his sister's freedom.

Motivation: Wants to raise his children well.

Ideals: Fighting. Flaws: Addict. Bonds: Family, Immigrant. Occupation: Carter

Voice: Hard of hearing, loud

Attributes [hide]

Habor Random, Male Tiefling Warrior 3
Medium (5'11") Tiefling, Neutral Good (CR 3)
Armor Class 10
Hit Points 23 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
14 (+2)11 (+0) 16 (+3)10 (+0) 16 (+3)18 (+4)
Skills Investigation +2, Performance +6
Senses Passive Perception 13
Languages Common
Attacks Melee +4 / 1d8+2, Ranged +2 / 1d8+0, Grapple +2

Possessions: Just what you see.


Social Check DCs


Five In the Wind, Male Tabaxi [Permalink]

Personal [hide]

Description: This man is moderately tanned and has just the faintest trace of an accent. He wears a fine chain shirt which he covers with grey colored cloaks and clothing. His black fur is slicked back into a classic pompadour. He has a tattooed face.

Personality: He will rave to anyone who will listen. He passes on several rewards to people in need. He makes a point to leave places better than he found them.

History: He was born with several neurological imbalances, which makes sleep difficult for him. It may also be what makes him so good at details. A freak accident while working with his Courier father left him crippled. He is untrained/undisciplined, which makes him dangerous.

Motivation: He is not mentally stable, and does not behave rationally; and tabaxi compassion

Ideals: Philantrophist. Flaws: Insane, Disease, Insomniac. Bonds: Immigrant. Occupation: Banker

Voice: Sounds elderly

Attributes [hide]

Five In the Wind, Male Tabaxi Fighter 2
Medium (5'0") Tabaxi, Lawful Evil (CR 2)
Armor Class 12
Hit Points 24 (2d10)
Speed 30 ft.
STRDEXCONINTWISCHA
12 (+1)14 (+2) 17 (+3)13 (+1) 10 (+0)12 (+1)
Skills Arcana +3, Persuasion +3
Senses Passive Perception 10
Languages Common, Draconic
Attacks Melee +3 / 1d6+1, Ranged +4 / 1d6+2, Grapple +2

Possessions: 1900 sp.


Social Check DCs


Kelter Littlefoot, Male Halfling [Permalink]

Personal [hide]

Description: The man speaks with an almost imperceptible accent. He seems to always be the slightest bit damp as if he got out from a pool a few moments ago. He wears skinny pants and wears a yellow and brown robe with the hood down. His hair, while still mostly golden, has prominent grey streaks. His eyes are green and catlike.

Personality: He is a Gardener first and foremost. He believes firmly that knowledge should be universal. He spends most of his days drinking in the Inn, the rowdiest and most dangerous establishment in town. There he gambles, wrestles and listens to stories told by travelers.

History: When he was but 8 years old his parents immigrated from the west. At a young age he wooed the heart of his future spouse and the two had a long relationship before they wed. During his travels, Kelter and his party rested in a cavern that was (unknown to them) infused with powerful dark magic. Upon awakening, Kelter discovered the rest of his party dead, transformed into horrible, mindless undead versions of their former selves. Kelter fled the cavern, stopping for breath at a small pool, and only then realizing his own horrible transformation.

Motivation: To be a Spice Merchant again; and he desires power and/or immortality

Flaws: Disease. Bonds: Immigrant, Job, Adventurer, In love. Occupation: Gardener

Voice: Mumbles to self between sentences

Attributes [hide]

Kelter Littlefoot, Male Halfling Ranger 4
Small (2'11") Halfling, Neutral Evil (CR 4)
Armor Class 15
Hit Points 16 (4d8)
Speed 20 ft.
STRDEXCONINTWISCHA
13 (+1)18 (+4) 9 (-1)15 (+2) 10 (+0)13 (+1)
Skills Arcana +4, Sleight of Hand +6
Senses Passive Perception 10
Languages Common, Halfling, Dwarven, Aquan
Attacks Melee +3 / 1d10+1, Ranged +6 / 1d10+4, Grapple +4
DC 0 1st2nd3rd4th5th6th7th8th9th
Spell /Day100

Possessions: 200 gp. Star ruby (700 gp). Star rose quartz (30 gp). 1 Healer’s kit.


Social Check DCs


Ulblyn Wiseacre, Male Halfling [Permalink]

Personal [hide]

Description: He is dressed in an above average manner, and carries glaives. He sports a long silver beard, and similarly colored long hair. His face is full, his cheeks are rosy, and he always seems to sport a perfect smile and a twinkle in his amber eyes.

Personality: He has always had a great fascination with Halfling culture. He is obsessed with his god.

History: He was raised in a island tribe. As a young adult he joined a group advocating for an improvement in Halfling conditions. He bought a glaive and has really upped his game hunting, due to his understanding of decoy and ambush.

Motivation: His religion dominates his actions.

Ideals: Fighting. Flaws: Racist. Bonds: Attractive, Religious, Nature. Occupation: Fletcher

Voice: Squeaky

Attributes [hide]

Ulblyn Wiseacre, Male Halfling Paladin 4
Small (2'11") Halfling, True Neutral (CR 4)
Armor Class 13
Hit Points 29 (4d10)
Speed 20 ft.
STRDEXCONINTWISCHA
10 (+0)14 (+2) 14 (+2)12 (+1) 17 (+3)11 (+0)
Skills History +3
Senses Passive Perception 13
Languages Common, Halfling, Celestial
Attacks Melee +2 / 1d10+0, Ranged +4 / 1d10+2, Grapple +2
DC 0 1st2nd3rd4th5th6th7th8th9th
Spell /Day1300000

Possessions: 500 gp.


Social Check DCs

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