Carrie Xistsrith, Male Elf [Permalink]
Personal [hide]
Description: He is generally shirtless and showing off his tattooed chest. He has a moderate pudge and is not very fit. His hair, while still mostly auburn, has prominent grey streaks. He is baby faced.
Personality: He takes his job very seriously, in part because he fears he cannot get a new one. More though he will beg to come along on any journeys. He will attempt to stowaway on any ship he can in the hopes that it will get him further away.
History: He was born a particularly ugly child, much to the horror of his parents. 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 Baker. He has since lost track of the people in his past.
Motivation: Wants to raise his children well; and his name or reputation has been wronged in the past by giants, and he desires to right it
Flaws: Ugly. Bonds: Job, Slave, Family, Enemies. Occupation: Baker
Voice: Scandinavian accent
Attributes [hide]
Medium (5'4") Elf, Neutral Good (CR 3)
Armor Class 12
Hit Points 14 (3d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 14 (+2) | 12 (+1) | 16 (+3) | 12 (+1) | 10 (+0) |
Senses Passive Perception 11
Languages Common, Elven, Undercommon, Infernal, Druidic
Attacks Melee +3 / 1d8+1, Ranged +4 / 1d8+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 4 | 2 | 1 | 0 | 0 | 0 | 0 |
Possessions: 60 pp. 4 Smokesticks. 3 Antitoxin.
Three Hummingbird, Male Tabaxi [Permalink]
Personal [hide]
Description: He appears as an extremely gaunt Tabaxi, and stands approximately 5'3". He is wearing dark clothing and a heavy breastplate, keeping many of his physical features obscured, and his gloved hand is found clutching a club. He keeps his lavender fur in a pixie cut. He wears large thick round spectacles.
Personality: He does not believe in betrayal or weakness as things to be tolerated. He is however greedy and will demand payment and proof of collateral's value and will produce a merchant's scale to make sure he is not cheated out of a speck.
History: He was born the only child of a wealthy merchant. His father disappeared, and while he tried to raise money to find his father, he was betrayed dozens of times. He found several beat up suits of armor and, cannibalizing spare parts, he put together a working one.
Motivation: Many goblins want him driven away; and someone believes him a fraud
Ideals: Justice, Entrepeneur, Persistence. Bonds: Family, Enemies. Occupation: Baker
Voice: Puts emphasis on the wrong words
Attributes [hide]
Medium (5'3") Tabaxi, Lawful Neutral (CR 2)
Armor Class 13
Hit Points 7 (2d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 17 (+3) | 13 (+1) | 15 (+2) | 13 (+1) | 9 (-1) |
Senses Passive Perception 11
Languages Common, Undercommon, Celestial
Attacks Melee +5 / 1d6+3, Ranged +5 / 1d6+3, Grapple +3
Possessions: 1400 sp. 4 Smokesticks.
Ozyman Sunmeadow, Male Halfling [Permalink]
Personal [hide]
Description: This man is moderately tanned and has just the faintest trace of an accent. He wears a fancy blue suit. He wears his brown hair up in a very large beehive style do. He has amber eyes and a blue hat with a black feather.
Personality: He can speak with the dead, and doesn't see much difference between the living and dead. He also is a firm believer in the manly ideal.
History: Ozyman was born into a poor family. Growing up, he dreamt of becoming a Commoner, 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 Commoner in service of a powerful lord somewhere. He was part of a huge silver rush, which was taken over by a mining company. The company confiscated a lot of silver, but the shipment was lost. He now travels the world, in search of power and loot.
Motivation: He wants to meet his childhood hero.
Ideals: Gifted. Flaws: Impulsive. Bonds: Attractive, Immigrant, Poor, Adventurer. Occupation: Dyer
Voice: Uses lots of figures of speech
Attributes [hide]
Small (3'4") Halfling, Lawful Good (CR 6)
Armor Class 12
Hit Points 13 (6d4)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 13 (+1) | 11 (+0) | 15 (+2) | 14 (+2) | 15 (+2) |
Senses Passive Perception 12
Languages Common, Halfling, Dwarven, Infernal
Attacks Melee +5 / 2d6+2, Ranged +4 / 2d6+1, Grapple +5
Possessions: 3000 sp. Eye agate (14 gp). Deep blue spinel (300 gp). Blue sapphire (1100 gp). Hematite (14 gp). 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Sammal Vice, Male Tiefling [Permalink]
Personal [hide]
Description: He dresses like a well dressed Mercenary does, but does not cut a very imposing figure. He walks with a slouch but will stand straight to his full 6'6" when asserting himself. He has no hair. His thin eyebrows rest above his beady silver eyes.
Personality: He is fixated on the number 72. He counts his steps and bites of food to keep in track with it. He seems to be used to being ignored and not questioned about it. He refers to his adoptive father for almost all things he is unsure about, which are numerous. He is very much still a child and has not developed a drive for self-dependency.
History: Sammal hails from a village terrorized by goblins. His father disappeared, and while he tried to raise money to find his father, he was betrayed dozens of times. Due to his spouse's obsession with being a Hunter they were divorced and he won custody of their son. He worked as a Mercenary, and he later adopted a second son.
Motivation: Revenge.
Flaws: Ugly, Insane. Bonds: Job, Family, Enemies. Occupation: Mercenary
Voice: Jamaican accent
Attributes [hide]
Medium (6'6") Tiefling, Chaotic Good (CR 5)
Armor Class 11
Hit Points 9 (5d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 13 (+1) | 8 (-1) | 13 (+1) | 16 (+3) | 15 (+2) |
Senses Passive Perception 13
Languages Common, Ignan
Attacks Melee +4 / 2d4+1, Ranged +4 / 2d4+1, Grapple +1
Possessions: 600 gp. Deep green spinel (100 gp). Hematite (8 gp). 1 Minor magic item.
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