Flask Of World, Male Tabaxi [Permalink]
Personal [hide]
Description: This northern man wears a brown top hat and brown clothes. His clothes are grease stained in places. His gray fur, when down, is lengthy. His amber eyes are desperate and heavily dilated. He has the appearance of someone under the heavy influence of drugs.
Personality: He speaks before he thinks and is too direct. He is used to getting what he wants. In part because he is a meticulous planner.
History: Born in a small village he learned the ways of the warrior from his mother. When money was particularly tight he was walking through alleys when he overheard a Slave Trader hiring some criminals to sabotage a competitor. He made his way to the other competitor and parlayed his knowledge into a job. He got away from his former life and has fallen to alcoholism.
Motivation: To fight the greatest warriors and to fight in the greatest battles ever; and to prove his worth to the world
Ideals: Professionalism, Fighting. Flaws: Addict, Impulsive. Bonds: Poor, Immigrant. Occupation: Slave Trader
Voice: Spits words with contempt
Attributes [hide]
Medium (6'10") Tabaxi, Neutral Good (CR 12)
Armor Class 12
Hit Points 43 (12d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 14 (+2) | 11 (+0) | 17 (+3) | 14 (+2) | 16 (+3) |
Senses Passive Perception 12
Languages Common, Draconic, Goblin, Celestial
Attacks Melee +8 / 3d10+4, Ranged +6 / 3d10+2, Grapple +7
Possessions: Banded agate (9 gp). Citrine (30 gp). Deep blue spinel (1300 gp). Azurite (9 gp). Blue sapphire (700 gp). Freshwater pearl (9 gp). Violet garnet (1300 gp). Smoky quartz (30 gp). 1 Minor magic item.
Kyle Beckwith, Male Human [Permalink]
Personal [hide]
Description: A man with a warm, jovial air about him, he is dressed in an above average manner. His chestnut hair is drawn into a tight pony tail with a card scrunchie. He wears round tiny glasses practically rammed into his face.
Personality: He has a very dry and sarcastic sense of humor. He is not one for noise or eating so much, which is in direct contrast with his big mouthed big gutted partner. His partner is his best friend in the world. The two are very close despite being more or less each other's opposites. He can see the true alignment of people by looking at them, and uses this to pass judgement.
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. 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 has became unsatisfied with his lot in life, and decided to take up adventuring.
Motivation: To reunite with his old friends.
Ideals: Gifted. Flaws: Disease, Insomniac. Bonds: Attractive, Adventurer. Occupation: Armorer
Voice: Speaks through clenched teeth
Attributes [hide]
Medium (6'1") Human, True Neutral (CR 6)
Armor Class 13
Hit Points 33 (6d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 16 (+3) | 14 (+2) | 15 (+2) | 18 (+4) | 14 (+2) |
Senses Passive Perception 14
Languages Common, Giant, Aquan
Attacks Melee +6 / 2d6+3, Ranged +6 / 2d6+3, Grapple +6
Possessions: 900 gp. Red garnet (60 gp). 1 Minor magic item.
Gerard Heiser, Male Human [Permalink]
Personal [hide]
Description: A man with a calm yet intense air about him, he is dressed in an above average manner. His silver hair is smooth and relatively long. This amber eyed westerner is not easily forgotten.
Personality: He considers himself the protector of his home. He feels this is his duty and calling. He always tries to repair and not replace. It was this mentality that drove him into the Assassin business.
History: Raised by wardens he was only a novice when drow swooped upon their monastery and killed most of the order. His mother was supposedly a charlatan fortune teller, but he insists his mother was legitimate. Days after completing his studies, news broke out that his hometown was attacked by drow. Gerard was horrified and prayed that his mother was alright. However, he heard that his mother had died fighting off the drow.
Motivation: Many drow want him driven away.
Ideals: Persistence. Bonds: Attractive, Guardian, Religious, Enemies. Occupation: Assassin
Voice: High pitched, excited
Attributes [hide]
Medium (6'5") Human, Neutral Evil (CR 1)
Armor Class 14
Hit Points 9 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 18 (+4) | 12 (+1) | 14 (+2) | 17 (+3) | 14 (+2) |
Senses Passive Perception 13
Languages Common, Abyssal, Giant
Attacks Melee +3 / 1d4+1, Ranged +6 / 1d4+4, Grapple +4
Possessions: An ornate, electrum-trimmed steel scabbard worked in swirl-patterns (80 gp).
Damien Tealeaf, Male Halfling [Permalink]
Personal [hide]
Description: He is an attractive man, lean and moderately muscular. He wears an entirely grey suit with blue socks and a vest with buckled shoes. He has shaved his head bald. He wears large thick round spectacles.
Personality: He is a hateful person. He taunts others and blames them for his problems. He misses his home and complains about the freezing weather, even in summer.
History: Raised by wardens he was only a novice when illithids swooped upon their monastery and killed most of the order. Because his father participated in the massacre of their homeland, illithids burned their ranch to the ground and forced them out. He was preparing to flee to the north, but the outbreak of war prevented him and his mother from journeying north to reunite his family. Days after completing his studies, news broke out that his hometown was attacked by illithids. Damien was horrified and prayed that his mother was alright. However, he heard that his mother had died fighting off the illithids.
Motivation: Many illithids want him driven away; and he is compelled to act according to his religious beliefs
Flaws: Antagonistic. Bonds: Attractive, Immigrant, Religious, Enemies. Occupation: Performer
Voice: Relaxed voice
Attributes [hide]
Small (3'4") Halfling, Lawful Evil (CR 2)
Armor Class 15
Hit Points 11 (2d6)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 19 (+4) | 10 (+0) | 13 (+1) | 12 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common, Halfling, Undercommon
Attacks Melee +2 / 1d6+0, Ranged +6 / 1d6+4, Grapple +4
Possessions: 120 gp.
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