Zedaar Hashphronyxadyn, Male Dragonborn [Permalink]
Personal [hide]
Description: He wears a simple brown robe with green stripes complete with hood. His red crest is lengthy. He has a dull look in his gold eyes.
Personality: He misses his glory days as an athlete. He does not mind his job, but it is boring in comparison. He is often prim and proper but will on occasion tell either really disgusting or offensive jokes, which seem out of character.
History: Zedaar was born the youngest of three triplets. His parents died when he was young, and he was unceremoniously dumped in the city orphanage. Zedaar 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 Zedaar. He used his abilities to trick people and travel the world for free.
Motivation: To unite with his sister; and to be a tanner again
Ideals: Athletic, Joker. Bonds: Family, Criminal record, Job. Occupation: Tailor
Voice: Can't modulate volume
Attributes [hide]
Medium (6'3") Dragonborn, Chaotic Evil (CR 9)
Armor Class 13
Hit Points 40 (9d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 17 (+3) | 11 (+0) | 14 (+2) | 12 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common, Draconic, Abyssal
Attacks Melee +6 / 3d4+3, Ranged +6 / 3d4+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 6 | 4 | 4 |
Possessions: 900 gp. A pair of silk slippers encrusted with tiny pearls. (150 gp). Large well-done wool tapestry (200 gp). 1 Minor magic item. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Cockaby Lingenhall, Male Gnome [Permalink]
Personal [hide]
Description: A man with a calm yet intense air about him, he typically wears a sleeveless long coat of deep brown leather and dull pastel iron scale mail. His red hair is unkempt and raggedy. His otherwise smooth face is marked with small tiny scars.
Personality: This man loves painting and to teach people painting more than just about anything. Animals are drawn to him, and he is able to talk to them.
History: Cockaby was born the youngest of three triplets. When money was particularly tight he was walking through alleys when he overheard a Stableman hiring some criminals to sabotage a competitor. He made his way to the other competitor and parlayed his knowledge into a job. When his spouse passed he lost his only source of income but claims to his daughters to still be retired.
Motivation: To reunite with his absent mother.
Ideals: Artistic, Gifted. Flaws: Ugly. Bonds: Poor, Family. Occupation: Stableman
Voice: Can't modulate volume
Attributes [hide]
Small (3'7") Gnome, Neutral Evil (CR 11)
Armor Class 14
Hit Points 79 (11d10)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 16 (+3) | 14 (+2) | 15 (+2) | 10 (+0) | 16 (+3) |
Senses Passive Perception 10
Languages Common, Gnome, Dwarven, Gnoll
Attacks Melee +5 / 3d8+1, Ranged +7 / 3d8+3, Grapple +3
Possessions: 1900 gp.
Two Llamas Mirror, Male Tabaxi [Permalink]
Personal [hide]
Description: 6'3" and muscular, this northern man wears green trousers with grey and tan striped suspenders. He wears various colorful collared shirts. He has styled his brown fur well, parting it to the left. His face is feral with sharp distinguishing features. His spectacle hidden eyes are a deep copper.
Personality: Calm and collected, he is a well trained Barkeep. He also is a firm believer in the manly ideal.
History: Two Llamas was born into a poor family. Growing up, he dreamt of becoming a Barbarian, to bring honor to his family’s name. When he came of age, he applied for a position with his town's local guard, looking to work his way up via merit and eventually become a Barbarian in service of a powerful lord somewhere. When he came of age, he joined a caravan that would eventually take him to the capital. He would practice along the way and, when he arrived, be apprenticed to a Barkeep. When he grew older, he became a bit more civilized, usually hanging around bars and taverns. He began work as a mercenary for hire. He would embark on any mission as long as the price was right.
Motivation: Wants to work out more often; and he desires power and/or immortality
Ideals: Athletic. Flaws: Impulsive. Bonds: Job, Poor, Adventurer. Occupation: Barkeep
Voice: Hissing voice
Attributes [hide]
Medium (6'3") Tabaxi, True Neutral (CR 1)
Armor Class 14
Hit Points 12 (1d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 18 (+4) | 11 (+0) | 18 (+4) | 12 (+1) | 17 (+3) |
Senses Passive Perception 11
Languages Common, Terran, Draconic, Dwarven, Ignan
Attacks Melee +4 / 1d4+2, Ranged +6 / 1d4+4, Grapple +6
Possessions: 300 sp.
Gargax Qyxpahrgh, Male Dragonborn [Permalink]
Personal [hide]
Description: He wears light armors faded through time and improper care, but does not cut a very imposing figure. He walks with a slouch but will stand straight to his full 6'2" when asserting himself. He wears a colorful flower in his green crest. His voice is smooth and creepy, always level, but somehow just slightly unnerving.
Personality: Gargax is a sociable creature first and foremost. He loves to listen to people at length before talking their ear off. He can carry on conversation for hours and will do so. He is stubborn though. He always likes to keep a trick up his sleeve. He likes to fight dirty and will kick and punch below the belt if he feels he even has a chance of losing.
History: He was born to a criminal king-pin and mafia family He moved out south to avoid the crime he committed. He used his abilities to trick people and travel the world for free.
Motivation: He possesses a valuable artifact that the thieves guild wishes to steal.
Ideals: Extrovert. Flaws: Insane. Bonds: Attractive, Criminal record. Occupation: Dyer
Voice: Speaks like tongue is numb
Attributes [hide]
Medium (6'2") Dragonborn, True Neutral (CR 3)
Armor Class 10
Hit Points 21 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 10 (+0) | 13 (+1) | 13 (+1) | 13 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common, Halfling
Attacks Melee +3 / 1d8+1, Ranged +2 / 1d8+0, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 0 | 0 | 0 | 0 |
Possessions: Just what you see.
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