Habor Amuse, Male Tiefling [Permalink]
Personal [hide]
Description: A man with thick toned arms and a paunchy gut. He wears professional attire. He wears his white hair up. Judging by the bloodshot nature of his eyes and the massive bags underneath them one would imagine he has not slept for days.
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 invites people to come help in his community garden.
History: The child of a Slave Trader, who enjoyed hunting, Habor was taken on many hunting expeditions. His father took him hunting and taught him how to get in the mind of other creatures. He now spends his time doing works of charity.
Motivation: Wants to work out more often; and to get a good night's sleep
Ideals: Athletic, Philantrophist. Flaws: Insomniac. Bonds: Attractive, Nature. Occupation: Navigator
Voice: Speaks with lips pursed
Attributes [hide]
Medium (6'7") Tiefling, Neutral Evil (CR 12)
Armor Class 12
Hit Points 62 (12d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 14 (+2) | 14 (+2) | 11 (+0) | 12 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common
Attacks Melee +3 / 3d10-1, Ranged +6 / 3d10+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 6 | 6 |
Possessions: 2000 gp. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Elaim Helcral, Male Dwarf [Permalink]
Personal [hide]
Description: This man is very fat, and wears a custom-built plate barding that's adorned with white lining and desert motifs. He has a long brown beard with little hanging trinkets. His eyes, though not visible through his cowl, are hazel.
Personality: He is business-like. He takes instructions and follows them to the letter. He cannot resist a sob story and will often dote over anyone who has one.
History: Born to a pair of adventurers, Elaim grew up listening to his father's many stories. Elaim was a troubled youth. He spent his days as a hard laborer instead of attending school, and spent his evenings with numerous mobsters and gang members. Elaim decided he wanted neither the life of his father nor that of the evil petty criminals he associated with. During his early adolescence, he took a sudden opportunity while working the docks and commandeered a vessel that was left unmanned. He has recently gotten a pet goose that steals things from people.
Motivation: He is being blackmailed/forced/etc and this influences his actions; 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: Professionalism, Philantrophist. Flaws: Ugly. Bonds: Adventurer, Criminal record. Occupation: Bather
Voice: Sounds elderly
Attributes [hide]
Medium (4'5") Dwarf, Chaotic Evil (CR 2)
Armor Class 10
Hit Points 17 (2d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 11 (+0) | 16 (+3) | 18 (+4) | 13 (+1) | 8 (-1) |
Senses Passive Perception 11
Languages Common, Dwarven, Giant, Sylvan, Infernal, Halfling
Attacks Melee +3 / 1d6+1, Ranged +2 / 1d6+0, Grapple +1
Possessions: Just what you see.
Thervan Arnuanna, Male Elf [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 tight fitting pants and leather jackets. He usually doesn't wear a shirt. His blonde hair is slicked back into a classic pompadour. His hazel eyes have a joyful gleam in them most of the time.
Personality: Thervan speaks confidently about a variety of topics with grace. He is clearly well-traveled and educated. He takes great joy in being the best Shipwright in town.
History: Thervan was born to in a poor docking district. He spent his early days working in the same smith shop his mother was employed at, doing general labor. Like his mother and his sister before him, after school he went straight into learning to become a Shipwright. He is untrained/undisciplined, which makes him dangerous.
Motivation: To reunite with his old friends; and sabotage a competitor
Ideals: Impeccable. Flaws: Insane. Bonds: Immigrant, Job, Poor, Adventurer. Occupation: Shipwright
Voice: Low and grunting
Attributes [hide]
Medium (5'4") Elf, Lawful Good (CR 13)
Armor Class 12
Hit Points 59 (13d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 14 (+2) | 13 (+1) | 12 (+1) | 12 (+1) | 10 (+0) |
Senses Passive Perception 11
Languages Common, Elven, Sylvan
Attacks Melee +5 / 4d4+1, Ranged +6 / 4d4+2, Grapple +2
Possessions: 1000 gp. Iolite (80 gp). 1 Minor magic item. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Halander Whispermouse, Male Halfling [Permalink]
Personal [hide]
Description: He is a husky man, who wears a grey Stetson hat and grey clothes. With a patchy white beard and wild white hair. His violet eyes are slightly larger than normal.
Personality: He is a sleazy, sleazy guy. He has no qualms about using his powers of suggestion to get people to do what he wants. He has all his life been fascinated with painting.
History: Halander was born with his father's beautiful face. He was an athlete and attended two major summer competitions. He never won. He has drifted apart from his friends and has been working freelance. Each gave each other a copy of their signature longbow.
Motivation: Halfling compassion; and obtaining odd cultural halfling artifacts is his passion
Ideals: Artistic, Athletic. Flaws: Racist. Bonds: Attractive, Adventurer. Occupation: Adventurer
Voice: Prounounces S like Z
Attributes [hide]
Small (3'1") Halfling, Chaotic Good (CR 1)
Armor Class 14
Hit Points 7 (1d6)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 17 (+3) | 13 (+1) | 11 (+0) | 14 (+2) | 16 (+3) |
Senses Passive Perception 12
Languages Common, Halfling
Attacks Melee +3 / 1d4+1, Ranged +5 / 1d4+3, Grapple +3
Possessions: 3 Acid flasks.
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Their contribution stands as a beacon of hope for all adventurers!