Percival Carlyle, Male Human [Permalink]
Personal [hide]
Description: A man with a cold, calculating air about him, he wears a lot of dark rich colors, with gold accents. His hair is chestnut and curly. His skin is flawless and his brown eyes scan people very quickly.
Personality: He can speak with the dead, and doesn't see much difference between the living and dead. He lacks moral complications. He does what he is told to by employers but not much else. He spends his money on whatever he fancies at the time.
History: Born in the west his family was never financially stable. His father was a soldier and died while he was still young. Percival was left his father's suit of armor and trained in its use and care. He has achieved small success as a Fortune-teller.
Motivation: Sabotage a competitor; and wants to open a new tavern
Ideals: Gifted. Bonds: Attractive, Job, Poor, Military. Occupation: Fortune-teller
Voice: American accent
Attributes [hide]
Medium (5'9") Human, Chaotic Neutral (CR 1)
Armor Class 12
Hit Points 12 (1d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 15 (+2) | 15 (+2) | 9 (-1) | 16 (+3) | 12 (+1) |
Senses Passive Perception 13
Languages Common
Attacks Melee +4 / 1d4+2, Ranged +4 / 1d4+2, Grapple +2
Possessions: 200 sp. Citrine (20 gp).
Morkral Brazzik, Male Dwarf [Permalink]
Personal [hide]
Description: This fat western man has a bulbous nose and wears a faded coat and loose pants complete with deerstalker hat. His skin is also unnaturally pale. He wears his blonde hair up in a very large beehive style do. His eyes are hazel and he is always smoking a pipe.
Personality: He is irascible and easily irritated. He passes on several rewards to people in need. He makes a point to leave places better than he found them.
History: Morkral was born into a poor family. Growing up, he dreamt of becoming a Aristocrat, 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 Aristocrat in service of a powerful lord somewhere. Morkral abandoned his home at a very young age, living in the fields and plains. He survived everyday through hunting and stealing from passersby. He did whatever it took for him to survive. He was betrayed by a partner and left for dead, teaching him a humbling lesson in trusting others.
Motivation: He wants to meet his childhood hero; and he's repulsed by the pc
Ideals: Philantrophist. Flaws: Ugly, Antagonistic. Bonds: Poor, Adventurer. Occupation: Shepherd
Voice: Uses sign language
Attributes [hide]
Medium (4'3") Dwarf, Chaotic Good (CR 12)
Armor Class 14
Hit Points 98 (12d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 19 (+4) | 17 (+3) | 12 (+1) | 14 (+2) | 12 (+1) |
Senses Passive Perception 12
Languages Common, Dwarven, Halfling
Attacks Melee +4 / 3d10+0, Ranged +8 / 3d10+4, Grapple +5
Possessions: 4000 gp. Chalcedony (30 gp). Blue star sapphire (1000 gp). Moss agate (14 gp). Hematite (14 gp). Hematite (14 gp). Silver pearl (110 gp).
Pallabar Albaratie, Male Gnome [Permalink]
Personal [hide]
Description: This slender man stands about 3'3". He is bundled in multiple layers and is prepared for a desert trek wearing a turban that covers his face most of the time. He has styled his blonde hair well, parting it to the left. His green eyes dart from person to person to random spaces in the air.
Personality: He fancies himself a trickster and likes to rely on his wits to carry the day. He cares for his older siblings and likes to be recognized by them. He is able to fit into much smaller and tighter spaces than normal.
History: Pallabar was born the youngest of three triplets. 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. He has since lost track of the people in his past.
Motivation: Obtaining odd cultural Gnomish artifacts is his passion; and he's looking for his big break
Ideals: Gifted. Bonds: Family, Immigrant, Enemies, Adventurer. Occupation: Baker
Voice: Creaky witch voice
Attributes [hide]
Small (3'3") Gnome, Lawful Evil (CR 4)
Armor Class 12
Hit Points 33 (4d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 12 (+1) | 17 (+3) | 16 (+3) | 17 (+3) | 12 (+1) |
Senses Passive Perception 13
Languages Common, Gnome, Gnoll, Goblin, Dwarven
Attacks Melee +3 / 1d10+1, Ranged +3 / 1d10+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 5 | 3 | 2 | 0 | 0 | 0 | 0 | 0 |
Possessions: 26000 cp. 1 Minor magic item.
Nimble In the Wind, Male Tabaxi [Permalink]
Personal [hide]
Description: He likes to wear ponchos typically of a light black in addition to tight pants, but does not cut a very imposing figure. He walks with a slouch but will stand straight to his full 6'3" when asserting himself. His gray fur is kept up in a ponytail inside a deerstalker hat. His eyes, though not visible through his cowl, are amber.
Personality: Overbrimming with self-confidence, Nimble isn't afraid of most anything. He has a strong dislike to people who do not believe in Tabaxi unity. He is terrible with names forgetting people's names several times before they finally stick; this causes him no end of embarrassment.
History: He was raised in a island tribe. There was a wharf not far from home where he often wandered off to fish. He moves from town to town, unable to find a place to settle.
Motivation: He's looking for his big break; and meet up once more with his childhood friend
Ideals: Impeccable. Flaws: Forgetful. Bonds: Nature, Immigrant, Adventurer. Occupation: Barkeep
Voice: American accent
Attributes [hide]
Medium (6'3") Tabaxi, Neutral Good (CR 7)
Armor Class 10
Hit Points 51 (7d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 11 (+0) | 13 (+1) | 12 (+1) | 16 (+3) | 14 (+2) |
Senses Passive Perception 13
Languages Common, Ignan
Attacks Melee +3 / 2d8+0, Ranged +3 / 2d8+0, Grapple +0
Possessions: 90000 cp. Jet (80 gp). Rock crystal (20 gp). Tiger eye turquoise (16 gp). Alexandrite (500 gp). 1 Minor magic item. 1 Minor magic item.
Warryn Fabblestabble, Male Gnome [Permalink]
Personal [hide]
Description: He is in excellent shape and wears dark leathers with embroidery. He has styled his blonde hair well, parting it to the left. His face is scarred and worn.
Personality: He is a man who does what he needs to. He will acquiesce to black mail and extortion to avoid trouble. 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 is the product a well kept family trust fund and as such has never really known need. His parents died when he was young, and he was unceremoniously dumped in the city orphanage. Warryn grew up in the orphanage, tormented by the older kids and famished from lack of food. To avoid death by starvation, most orphans take to a life of crime or prostitution (often both), and so did Warryn. He used his abilities to trick people and travel the world for free.
Motivation: He is being blackmailed/forced/etc and this influences his actions; and wants to work out more often
Ideals: Athletic, Entrepeneur. Flaws: Ugly. Bonds: Criminal record, Rich. Occupation: Guard
Voice: Posh accent
Attributes [hide]
Small (3'3") Gnome, Neutral Evil (CR 14)
Armor Class 14
Hit Points 107 (14d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 17 (+3) | 16 (+3) | 11 (+0) | 12 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common, Gnome
Attacks Melee +6 / 4d6+1, Ranged +8 / 4d6+3, Grapple +3
Possessions: 4000 gp. Brown-green garnet (120 gp). Obsidian (9 gp). Peridot (70 gp). Iolite (70 gp). Jade (120 gp). Smoky quartz (70 gp). Black pearl (1100 gp). 1 Minor magic item. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
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