Bathin Calm, Male Tiefling [Permalink]
Personal [hide]
Description: A pudgy man standing about 5'10" has a big stupid grin on his face most of the time. He dresses in blue turtlenecks beneath a yellow coat with white slacks. He wears a wide-brimmed hat to hide his balding. His fierce red eyes like to dwell on things.
Personality: He has schizophrenia that causes him to hear things that aren't there and will sometimes respond to them. He is submissive, is generally bored by everything, but will take part in whatever people ask of him. He is by nature obliging.
History: Born to a poor family in the city he treasured whatever gifts he got. His family was being driven out of business by several neighboring competitors. The father sought out extralegal help and others began closing their doors. He saw this and took pride in his father's willingness to do anything to win. He used his abilities to trick people and travel the world for free.
Motivation: Further expansion of business; 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
Flaws: Disease, Shy. Bonds: Poor, Criminal record, Job. Occupation: Spice Merchant
Voice: Russian accent
Attributes [hide]
Medium (5'10") Tiefling, Chaotic Neutral (CR 8)
Armor Class 12
Hit Points 33 (8d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 15 (+2) | 10 (+0) | 15 (+2) | 9 (-1) | 16 (+3) |
Senses Passive Perception 16
Languages Common, Sylvan, Elven
Attacks Melee +4 / 2d10+1, Ranged +5 / 2d10+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 3 | 2 | 2 | 2 | 2 | 0 |
Possessions: 1600 gp. Jeweled anklet (2000 gp). 1 Minor magic item.
Kildrak Trueblood, Male Dwarf [Permalink]
Personal [hide]
Description: He is a small man, but exceptionally fit. He wears a black cloak and cross-gartered green stockings. His head has been shaved. He is baby faced.
Personality: He is a melancholic, but persistent worker. He resents family life and as such spurns the advances of admirers. Around other people he will do his best to conceal his emotions and appear jolly.
History: Gifted from a young age, Kildrak studied abroad. After coming to the age of reason, Kildrak took it upon himself to study the druidic arts in their entirety; because of this, he was labeled a dark omen and banished from his homeland. He was recently attacked on the road and savagely beaten by bandits.
Motivation: He loathes his own lifestyle.
Ideals: Athletic, Gifted. Flaws: Ugly, Depressed, Shy. Occupation: Shipwright
Voice: Jamaican accent
Attributes [hide]
Medium (4'0") Dwarf, Lawful Neutral (CR 2)
Armor Class 9
Hit Points 16 (2d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 8 (-1) | 15 (+2) | 14 (+2) | 11 (+0) | 11 (+0) |
Senses Passive Perception 10
Languages Common, Dwarven, Aquan, Druidic
Attacks Melee +4 / 1d6+2, Ranged +1 / 1d6-1, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 4 | 2 |
Possessions: 7000 cp.
Kelter Honeypot, Male Halfling [Permalink]
Personal [hide]
Description: Wearing a closed helm and plate, one would not know what he was had he not made sure his armor was more form fitting than normal. Outside of the suit he tends to wear a large black jacket. He has a very tight haircut. He is baby faced.
Personality: He can speak with the dead, and doesn't see much difference between the living and dead. He keeps company with all sorts of races to see how they think and challenge minds foreign to his own.
History: A studious child he never was much for a social life, not because he was unlikable, but because he did not seek it out. Being born in the north, he completed his medical training abroad so as to avoid the war. He returned after the war having achieved medical proficiency. He was a general practitioner in the north for years, until he, through no fault of his own, lost a patient who had a very powerful family. Rather than risk reprisal he made his way west. He inherited the family business which he has now maintained for 12 years.
Motivation: His spouse's relatives view him with great suspicion; and sabotage a competitor
Ideals: Gifted. Bonds: Family, Job. Occupation: Dyer
Voice: Pirate accent
Attributes [hide]
Small (3'1") Halfling, Neutral Evil (CR 6)
Armor Class 14
Hit Points 16 (6d4)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 16 (+3) | 11 (+0) | 14 (+2) | 17 (+3) | 14 (+2) |
Senses Passive Perception 13
Languages Common, Halfling, Goblin, Abyssal
Attacks Melee +3 / 2d6+0, Ranged +6 / 2d6+3, Grapple +5
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 4 | 3 | 3 | 2 | 0 |
Possessions: 6000 sp.
Diggory Marlee, Male Human [Permalink]
Personal [hide]
Description: He is of a modest build and height, but he carries himself more imposing than he is. He wears a white vest with golden trim over his white shirt. His grey leather gloves and pants are well-kept, and his white boots flare out at the collars. His hair is greying and his face has many wrinkles. His skin is flawless and his green eyes scan people very quickly.
Personality: His voice, at times compared to that of a Nymph, lambasts those who consider themselves "civilized" with snide, belittling remarks; the subtle growl he speaks with growing louder in doing so, one can find it most pronounced, despite the otherwise natural purity of his tone. His philosophy is that everyone needs a friend and as such shows hospitality towards all.
History: The child of a Engraver, who enjoyed hunting, Diggory was taken on many hunting expeditions. Since his mother passed away years ago, his father had doted on him, and he came to think her himself as special and better than other people in town. A notion that was reinforced by his attractiveness, a trait in which he easily excels the other men of his town. He routinely visits covens of witches but complains that many are fraudulent and lack true knowledge of magic.
Motivation: Wants to have a good time and be beloved.
Ideals: Optimist, Logical. Flaws: Cynical. Bonds: Attractive, Nature. Occupation: Sage
Voice: Speaks through clenched teeth
Attributes [hide]
Medium (6'1") Human, Lawful Evil (CR 1)
Armor Class 11
Hit Points 4 (1d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 13 (+1) | 10 (+0) | 14 (+2) | 11 (+0) | 13 (+1) |
Senses Passive Perception 10
Languages Common, Abyssal, Draconic
Attacks Melee +2 / 1d4+0, Ranged +3 / 1d4+1, Grapple +1
Possessions: 300 sp. 1 Superior lock.
Grisha Clapham, Male Half-Orc [Permalink]
Personal [hide]
Description: Relatively heavier built than your average man, he is not imposing. He likes to wear ponchos typically of a light green in addition to tight pants. He wears a colorful flower in his red hair. His eyes are blue and he is always smoking a pipe.
Personality: He is a melancholic, but persistent worker. He resents family life and as such spurns the advances of admirers. Grisha 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: When he was but 3 years old his parents immigrated from the west. There was a wharf not far from home where he often wandered off to fish. He bought a kukri and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: An old rival family wants him found; and he is currently in port desperately looking for someone to get him out
Flaws: Depressed. Bonds: Attractive, Family, Immigrant, Nature, Slave. Occupation: Architect
Voice: Rhymes sentences (sorry)
Attributes [hide]
Medium (6'1") Half-Orc, Lawful Neutral (CR 4)
Armor Class 13
Hit Points 26 (4d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 17 (+3) | 16 (+3) | 8 (-1) | 9 (-1) | 8 (-1) |
Senses Passive Perception 9
Languages Common, Orc
Attacks Melee +3 / 1d10+1, Ranged +5 / 1d10+3, Grapple +3
Possessions: 1 Masterwork manacles. 1 Bullseye lantern. 1 Hourglass. 1 Disguise kit.
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Their contribution stands as a beacon of hope for all adventurers!
