Morgran Aranore, Male Dwarf [Permalink]
Personal [hide]
Description: Standing 3'11", this man wears loose pants and a collared shirt complete with sweater beneath his coat. He wears a wide-brimmed hat to hide his balding. His otherwise smooth face is marked with small tiny scars.
Personality: He will rave to anyone who will listen. The occasional robbery is his preferred attention getting crime, but he mainly uses his means for meeting his own perverse desires.
History: He got into the Performer business at a young age. He helped his father out around the business and became quite the natural. He was granted arcane powers by his dying sister.
Motivation: Retire the richest man in the north; 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: Gifted, Entrepeneur. Flaws: Insane. Bonds: Criminal record, Job. Occupation: Performer
Voice: Jittery and nervous
Attributes [hide]
Medium (3'11") Dwarf, Chaotic Evil (CR 1)
Armor Class 12
Hit Points 13 (1d10)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 14 (+2) | 16 (+3) | 14 (+2) | 12 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common, Dwarven, Elven, Terran
Attacks Melee +1 / 1d4-1, Ranged +4 / 1d4+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 0 | 0 | 0 |
Possessions: 1 Masterwork Common Melee.
Pushkrimp Yardley, Male Half-Orc [Permalink]
Personal [hide]
Description: He is an exceptionally muscular looking northern young adult. He usually wears his pastel robe and has his hammer always slung over his shoulder. Beneath his clothing is a huge mess of scar tissue. His hair, while still mostly silver, has prominent grey streaks. His fair skin shows little sign of his aristocratic breeding.
Personality: He is irritable and easily angered. He is a bit of a bully and is not afraid to use his stature and powers to intimidate and hurt. He always tries to repair and not replace. It was this mentality that drove him into the Dyer business.
History: His history is one of pain. He was disowned by both parents and raised among the slaves his parents kept. Brilliant and gifted he never wanted to apply himself. One night he noticed a nearby shooting star which he hiked out to see where it landed. It turned out to be an ancient artifact of some kind. He has done his darndest to repair it but it is currently non-functional.
Motivation: He's repulsed by the PC; and he has a rivalry with the church that dominates his actions
Ideals: Persistence, Gifted. Flaws: Antagonistic. Bonds: Slave, Attractive. Occupation: Dyer
Voice: Ums and uhs a lot
Attributes [hide]
Medium (6'9") Half-Orc, Lawful Neutral (CR 7)
Armor Class 11
Hit Points 47 (7d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 12 (+1) | 12 (+1) | 10 (+0) | 14 (+2) | 14 (+2) |
Senses Passive Perception 15
Languages Common, Orc
Attacks Melee +8 / 2d8+5, Ranged +4 / 2d8+1, Grapple +5
Possessions: 1000 sp. Azurite (6 gp). 1 Minor magic item.
Emerald In the Wind, Male Tabaxi [Permalink]
Personal [hide]
Description: He is in excellent shape and wears a pastel cloak and cross-gartered yellow stockings. He keeps his long red fur kept up in a rat tail. He has hazel eyes.
Personality: He is quiet and unassuming. He ignores others and carries on with his job unassumingly. He moves from fascination to fascination almost instantaneously. If something can keep his interest for a month it is impressive.
History: Sold as a small child to a necromancer, Emerald was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. Emerald liked to wander the woods near his home when he was young, something he still likes to do at least once a week. He never liked modest clothing or shoes, so he would wander the woods barefoot and lightly dressed, and he developed a good sense of balance and learned how to climb and swim well. He has achieved small success as a Body Guard.
Motivation: Expand his business; and wants to open a new tavern
Ideals: Athletic. Flaws: Hedonist. Bonds: Job, Mentor, Nature. Occupation: Body Guard
Voice: Strong lisp
Attributes [hide]
Medium (6'3") Tabaxi, Chaotic Neutral (CR 5)
Armor Class 14
Hit Points 31 (5d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 19 (+4) | 14 (+2) | 17 (+3) | 14 (+2) | 14 (+2) |
Senses Passive Perception 12
Languages Common, Aquan, Giant, Ignan
Attacks Melee +4 / 2d4+1, Ranged +7 / 2d4+4, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 5 | 3 | 2 | 1 | 0 |
Possessions: 20 pp. Smoky quartz (80 gp). Eye agate (14 gp). Amber (110 gp).
Muggrish Clapham, Male Half-Orc [Permalink]
Personal [hide]
Description: The dark-skinned man stands 5'10" and wears long strands of jet and short red dresses (or suits) accompanied by the proper stockings and shoes, with gloves of varying lengths. His silver hair is knotted and matted. His eyes are likewise blue. His teeth are white and perfect.
Personality: He is erratic and paranoid. He believes orcs are coming to abduct people. Muggrish is a bit of a follower. Usually he is manipulated by his sisters into helping them out, but recently he has become more of a free agent.
History: Born the oldest of a large religious southern family, he was no stranger to responsibility. He inherited a moderately successful company from his mother. Under his leadership it has flourished, and using capital from his venture he effectively owns an entire region. He now mingles about in high society.
Motivation: Someone believes him a fraud.
Bonds: Rich, Attractive, Enemies, Family, Religious. Occupation: Sage
Voice: Australian accent
Attributes [hide]
Medium (5'10") Half-Orc, Chaotic Neutral (CR 2)
Armor Class 12
Hit Points 7 (2d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 14 (+2) | 10 (+0) | 12 (+1) | 17 (+3) | 8 (-1) |
Senses Passive Perception 13
Languages Common, Orc, Draconic
Attacks Melee +4 / 1d6+2, Ranged +4 / 1d6+2, Grapple +3
Possessions: 150 pp.
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