Kriv Norixius, Male Dragonborn [Permalink]
Personal [hide]
Description: Dark and lean, he is a relatively plain man. He wears clothing that is held on in multiple layers but all of it is in poor condition. He sports a flattop crest cut. His eyes are a pleasant red.
Personality: He is a pretentious jerk insisting that modern society is full of problems and should revert to a simpler time. He disdains his fellow easterners, claiming they make him look unintelligent just for using an accent.
History: Kriv was born the youngest of three triplets. His first spouse was a Junk Dealer, they had one daughter, but his spouse won total custody. Without his spouse to temper him he grew out of control. He has gone from town to town till he finds a spot where he can set up a sustainable business.
Motivation: He is unsatisfied with his job.
Flaws: Antagonistic. Bonds: Poor, Immigrant, Family, Job. Occupation: Stableman
Voice: Slurs words
Attributes [hide]
Medium (6'1") Dragonborn, Chaotic Good (CR 4)
Armor Class 12
Hit Points 19 (4d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 14 (+2) | 15 (+2) | 13 (+1) | 16 (+3) | 12 (+1) |
Senses Passive Perception 13
Languages Common, Abyssal
Attacks Melee +5 / 1d10+3, Ranged +4 / 1d10+2, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 6 | 6 | 3 | 0 |
Possessions: 25000 sp. 1 Minor magic item.
Orryn Fabblestabble, Male Gnome [Permalink]
Personal [hide]
Description: This western man's face is deformed and paralyzed on one side. As such, he slurs his words together. He is well dressed, constantly wearing a grey suit, black shirt, and white tie. His hair is always cut to a buzz. His eyes are a pleasant blue.
Personality: While he acts the brute, he is far gentler than he would appear. He dislikes loud distracting noises, but is overall hospitable. His biggest love is that of knowledge and as such will purchase any books or pay to listen to tales that travelers might have.
History: He got into the Map Maker business at a young age. A freak accident while working with his Unemployed father left him crippled. He was recently attacked on the road and savagely beaten by bandits.
Motivation: Sabotage a competitor; and to share knowledge with the world
Ideals: Fighting, Logical. Flaws: Ugly, Disease. Bonds: Job. Occupation: Map Maker
Voice: Prounounces S like Z
Attributes [hide]
Small (3'8") Gnome, Chaotic Neutral (CR 2)
Armor Class 11
Hit Points 24 (2d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 10 (+0) | 18 (+4) | 14 (+2) | 9 (-1) | 10 (+0) |
Senses Passive Perception 9
Languages Common, Gnome, Druidic, Dwarven
Attacks Melee +1 / 1d6-1, Ranged +2 / 1d6+0, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 9 |
Possessions: 120 gp.
Thamior Floshem, Male Elf [Permalink]
Personal [hide]
Description: This man is bedraggled and starved. He wears a brown armored body suit, with a simple black line shooting up and back down. His black hair is kept up in a ponytail inside a small hat. His green eyes dart from person to person to random spaces in the air.
Personality: He is highly sensitive about his name. He loathes it, but will not take any guff about it from anyone. He plays an instrument quite well.
History: Sold as a small child to a brothel owner, Thamior was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. When money was particularly tight he was walking through alleys when he overheard a Sculptor hiring some criminals to sabotage a competitor. He made his way to the other competitor and parlayed his knowledge into a job. He has never given up on his writing dream.
Motivation: Marry his sister to traveling adventurers; and seeks redemption
Ideals: Artistic. Flaws: Sensitive. Bonds: Poor, Mentor. Occupation: Sculptor
Voice: Breathy voice
Attributes [hide]
Medium (5'3") Elf, Neutral Good (CR 11)
Armor Class 11
Hit Points 40 (11d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 13 (+1) | 11 (+0) | 10 (+0) | 14 (+2) | 15 (+2) |
Senses Passive Perception 12
Languages Common, Elven
Attacks Melee +4 / 3d8+0, Ranged +5 / 3d8+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 3 |
Possessions: 110 pp. Old masterpiece painting (700 gp). A pair of silk slippers encrusted with tiny pearls. (60 gp). Brass mug with jade inlays (300 gp). 1 Minor magic item.
Krimmon Honeypot, Male Halfling [Permalink]
Personal [hide]
Description: He wears a black wide-brimmed hat and black clothes. He carries with him a set of clubs, each one with a emerald on the hilt. He only wears one on his belt and the other on his back. He wears his auburn hair up in a very large beehive style do. He has several tiny emerald earrings on each ear.
Personality: He is a pretentious jerk insisting that modern society is full of problems and should revert to a simpler time. He is a thrill seeker, he laughs at people and throws down challenges. He is highly competitive and combative.
History: He is the product a well kept family trust fund and as such has never really known need. Krimmon 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. Krimmon decided he wanted neither the life of his mother 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 ran away from his former home and has been making his living as a Dyer for the past few years.
Motivation: To be a Tanner again; and he is a bit of a kleptomaniac
Ideals: Fighting. Flaws: Antagonistic. Bonds: Rich, Adventurer, Criminal record, Job. Occupation: Dyer
Voice: Ums and uhs a lot
Attributes [hide]
Small (3'0") Halfling, Lawful Evil (CR 4)
Armor Class 14
Hit Points 16 (4d6)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 17 (+3) | 11 (+0) | 15 (+2) | 10 (+0) | 9 (-1) |
Senses Passive Perception 10
Languages Common, Halfling, Sylvan, Giant
Attacks Melee +1 / 1d10-1, Ranged +5 / 1d10+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 3 | 2 | 0 | 0 | 0 | 0 |
Possessions: 28000 sp. 1 Masterwork Uncommon Weapon. 1 Masterwork Uncommon Weapon. 1 Masterwork Uncommon Weapon. 1 Masterwork Common Melee.
Gilbert Ainsley, Male Human [Permalink]
Personal [hide]
Description: A man with a cold, calculating air about him, he has a large white mantle and cape that has been intricately interwoven into his black robe. His hair is brown and very short. His blue eyes have a joyful gleam in them most of the time.
Personality: Deceptive and manipulative this northern guy figured out how to best use his charms to convince people to do what he wants. He invented a lineage for himself and claims to be descended from several legendary heroes.
History: The child of a Mason, who enjoyed hunting, Gilbert was taken on many hunting expeditions. From his teen years he was always beautiful and desirable, so people have always doted on him. During his travels, Gilbert and his party rested in a cavern that was (unknown to them) infused with powerful dark magic. Upon awakening, Gilbert discovered the rest of his party dead, transformed into horrible, mindless undead versions of their former selves. Gilbert fled the cavern, stopping for breath at a small pool, and only then realizing his own horrible transformation.
Motivation: He is not mentally stable, and does not behave rationally; and a need for knowledge about a nearby landmark
Flaws: Disease, Insane. Bonds: Attractive, Adventurer, Nature. Occupation: Dyer
Voice: Farmer accent
Attributes [hide]
Medium (6'4") Human, Lawful Good (CR 1)
Armor Class 13
Hit Points 7 (1d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 16 (+3) | 13 (+1) | 12 (+1) | 16 (+3) | 18 (+4) |
Senses Passive Perception 15
Languages Common, Sylvan
Attacks Melee +3 / 1d4+1, Ranged +5 / 1d4+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 2 | 0 | 0 |
Possessions: 20 gp.
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