Dayereth Cithreth, Male Half-Elf [Permalink]
Personal [hide]
Description: This man is constantly adorned with expensive silk clothing, often dyed in bright tan and white, and wears rings and necklaces with large, colorful gems. He has a penchant for wearing a ring with an oversized emerald on his right hand. With a patchy silver beard and wild silver hair. He wears round tiny glasses practically rammed into his face.
Personality: He cares much about the opinion of others, both in good and in bad: when keeping in line with his opinion, he thinks highly of the other person, but when opinions clash, he can get violently argumentative. Despite his manner, he is extremely passionate and proud of his job, and he prides himself in being thorough and never missing a detail.
History: Dayereth hails from a village terrorized by giants. He has chosen to use the inheritance that was left to him frivolously. He used his abilities to travel the world and help people.
Motivation: Several ex partners dislike his way of doing things and want revenge; and to protect his home
Ideals: Opinionated, Philantrophist. Bonds: Rich, Job, Enemies, Guardian. Occupation: Fortune-teller
Voice: Switch between two voices
Attributes [hide]
Medium (4'9") Half-Elf, Chaotic Good (CR 4)
Armor Class 12
Hit Points 43 (4d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 14 (+2) | 13 (+1) | 16 (+3) | 15 (+2) | 11 (+0) |
Senses Passive Perception 14
Languages Common, Elven, Sylvan, Ignan, Orc
Attacks Melee +6 / 1d10+4, Ranged +4 / 1d10+2, Grapple +4
Possessions: 24000 sp. Deep blue spinel (300 gp). Red spinel (50 gp). Star ruby (900 gp).
Fax Orexijandilin, Male Dragonborn [Permalink]
Personal [hide]
Description: He wears a lot of dark rich colors, with gold accents. He sports a flattop crest cut. He is baby faced.
Personality: He is not truly malevolent, but he is obsessed with poetry. He constantly tries to fill his life with poetry. He plays an instrument quite well.
History: He was born into a rich family. 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 has been a successful dealer in antiques buying low and selling high.
Motivation: His relatives are trying to arrange a marriage; and doesn't want to be a blacksmith and was forced into it by his family
Ideals: Artistic, Entrepeneur. Bonds: Attractive, Rich, Family. Occupation: Blacksmith
Voice: Spits words with contempt
Attributes [hide]
Medium (6'5") Dragonborn, Chaotic Good (CR 2)
Armor Class 9
Hit Points 14 (2d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 9 (-1) | 9 (-1) | 16 (+3) | 12 (+1) | 13 (+1) |
Senses Passive Perception 13
Languages Common, Dwarven, Draconic, Giant
Attacks Melee +4 / 1d6+2, Ranged +1 / 1d6-1, Grapple +3
Possessions: 800 sp.
Hamil Warmwater, Male Halfling [Permalink]
Personal [hide]
Description: He has a missing right leg. He wears a large hat to cast shadows over his face and wears ponchos to better hide his body. He sports a long white beard, and similarly colored long hair. He wears large thick round spectacles.
Personality: Prone to second guessing himself, he comes off as nervous. He loves his children and doesn't want them to worry about him. He loves to share his writing with anyone who is interested.
History: He grew up in a lower middle class home, but living comfortably wasn't enough. He has had some formal writing training, and achieved minor success. He has been saving his money to try and buy his brother's freedom.
Motivation: Doesn't want to be a Engraver and was forced into it by his family.
Ideals: Artistic. Flaws: Shy, Mundane. Bonds: Family. Occupation: Engraver
Voice: German accent
Attributes [hide]
Small (3'0") Halfling, Lawful Good (CR 6)
Armor Class 15
Hit Points 29 (6d6)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 18 (+4) | 12 (+1) | 12 (+1) | 13 (+1) | 17 (+3) |
Senses Passive Perception 11
Languages Common, Halfling, Goblin
Attacks Melee +2 / 2d6-1, Ranged +7 / 2d6+4, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 3 | 3 | 2 |
Possessions: 500 gp. 1 Minor magic item.
Darrow Brightmoon, Male Halfling [Permalink]
Personal [hide]
Description: This late middle aged man wears dull tan sweaters, loose blue pants, and alligator leather shoes. Beneath his sweater he keeps a concealed shield, just in case and is in decent physical shape. His white hair is cut short with large spiked bangs in the front. His thin eyebrows rest above his beady violet eyes.
Personality: He considers himself the protector of his home. He feels this is his duty and calling. He is a great chef.
History: Gifted from a young age, Darrow studied abroad. He dropped out of school before completing his studies. He left for the south, certain he would find work there.
Motivation: To clean up the streets; and to share knowledge with the world
Ideals: Gifted, Logical. Flaws: Ugly. Bonds: Guardian, Immigrant. Occupation: Body Guard
Voice: Breathy voice
Attributes [hide]
Small (3'1") Halfling, Lawful Good (CR 4)
Armor Class 14
Hit Points 14 (4d6)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 17 (+3) | 8 (-1) | 13 (+1) | 13 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common, Halfling, Druidic
Attacks Melee +2 / 1d10+0, Ranged +5 / 1d10+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 3 | 2 | 0 | 0 |
Possessions: 100 gp.
Anselm Marley, Male Human [Permalink]
Personal [hide]
Description: A man with a cold, calculating air about him, he wears baggy white pantaloons and a brown scarf. His red hair is kept up in a ponytail inside a top hat. He has several tiny sapphire earrings on each ear.
Personality: He is quiet and anti-social and can barely make it a few minutes in conversation before his hampering stammer kicks in. He lacks restraint and is impulsive. He jumps in and acts without thinking all too often.
History: He was born to a criminal king-pin and mafia family When he was little, his rather wealthy family often ventured across the forest to a summer home near a old dungeon. He would wander through that old dungeon and adventure through it for days. One day while adventuring a terrible storm took place and he was stranded inside. His family spent the next few days looking for him, and could only assume he was dead when it came time to leave. The family never returned to the forest due to the painful memories there. Anselm took refuge in the old dungeon and found the beat up greataxe and armor he uses now. He now mingles about in high society.
Motivation: He is a bit of a kleptomaniac.
Flaws: Shy, Impulsive. Bonds: Rich, Criminal record, Nature. Occupation: Detective
Voice: Draws out vowels
Attributes [hide]
Medium (5'0") Human, Neutral Evil (CR 1)
Armor Class 10
Hit Points 5 (1d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 10 (+0) | 12 (+1) | 13 (+1) | 15 (+2) | 12 (+1) |
Senses Passive Perception 12
Languages Common, Aquan
Attacks Melee +3 / 1d4+1, Ranged +2 / 1d4+0, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 5 | 3 | 0 | 0 |
Possessions: 5000 cp. Brown-green garnet (70 gp).
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