Drogo Fidget, Male Human [Permalink]
Personal [hide]
Description: This northern man wears a large hat to cast shadows over his face and wears ponchos to better hide his body. His clothes are grease stained in places. His red hair is well kept and his bushy mustache is tapered upwards at the ends. He tend to wears goggles to shield his eyes.
Personality: He is quiet and anti-social and can barely make it a few minutes in conversation before his hampering stammer kicks in. He has zero loyalty and will suck up to whomever is within range, in the hopes of being moved to a better position.
History: Gifted from a young age, Drogo studied abroad. His druidic abilities were realized during a raid on his village. He remains aloof and afraid to be himself due to all the ideals others have placed upon him.
Motivation: He feels threatened by others; and expand his business
Ideals: Gifted. Flaws: Shy, Fearful. Bonds: Poor, Immigrant. Occupation: Priest
Voice: Sleepy voice
Attributes [hide]
Medium (6'0") Human, Chaotic Evil (CR 11)
Armor Class 10
Hit Points 85 (11d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 11 (+0) | 16 (+3) | 10 (+0) | 15 (+2) | 12 (+1) |
Senses Passive Perception 12
Languages Common
Attacks Melee +5 / 3d8+1, Ranged +4 / 3d8+0, Grapple +1
Possessions: 2900 gp. Golden pearl (80 gp). Alexandrite (200 gp). Silver pearl (80 gp). Golden yellow topaz (200 gp). Rock crystal (70 gp). 1 Minor magic item. 1 Minor magic item.
Patrick Brixton, Male Human [Permalink]
Personal [hide]
Description: He wears an amalgamation of clothes and depending on the season will wear more layers of the continuing hodge podge. His attire stands in sharp contrast to his monstrous two handed axe, which is beautifully polished and possesses an ornate carving of a rose on it. His hair is long and golden with streaks of auburn, and is pulled back with small tan clips. His beard is auburn, braided, and well cared for. He wears crescent spectacles with a black brim.
Personality: Patrick is a sociable creature first and foremost. He loves to listen to people at length before talking their ear off. He can carry on conversation for hours and will do so. He receives visions of the future at random moments
History: Gifted from a young age, Patrick studied abroad. A serious injury left his father unemployed and in need of constant care. His family became saddled with debt trying to care for his infirm father. He has since married many spouses, only to have them die. He claims to not be responsible.
Motivation: To pay off his debts; and revenge
Ideals: Extrovert, Gifted. Bonds: Debt, In love, Enemies. Occupation: Armorer
Voice: Sensual and smooth
Attributes [hide]
Medium (6'6") Human, Chaotic Evil (CR 4)
Armor Class 10
Hit Points 10 (4d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 11 (+0) | 10 (+0) | 11 (+0) | 12 (+1) | 15 (+2) |
Senses Passive Perception 11
Languages Common
Attacks Melee +3 / 1d10+1, Ranged +2 / 1d10+0, Grapple +1
Possessions: 200 gp.
Fragrant In Woods, Male Tabaxi [Permalink]
Personal [hide]
Description: He prefers to wear flannel, and he perpetually has his longsword ready. His white fur is lengthy and is close to two feet long. His voice is smooth and creepy, always level, but somehow just slightly unnerving.
Personality: He has schizophrenia that causes him to hear things that aren't there and will sometimes respond to them. He plays an instrument quite well.
History: Fragrant was born to in a poor docking district. He spent his early days working in the same smith shop his mother was employed at, doing general labor. While he appears to be a normal Tabaxi, he's... not quite right. Perhaps he's slightly insane, or otherwise so mentally alien to the rest of the world that he plain doesn't fit in. Recently a tribe of illithids attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Fragrant fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: He is not mentally stable, and does not behave rationally; and to reunite with his old friends
Ideals: Fighting, Artistic. Flaws: Insane, Disease. Bonds: Poor. Occupation: Crown-heir
Voice: Relaxed voice
Attributes [hide]
Medium (6'2") Tabaxi, True Neutral (CR 3)
Armor Class 12
Hit Points 22 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 14 (+2) | 14 (+2) | 14 (+2) | 10 (+0) | 10 (+0) |
Senses Passive Perception 12
Languages Common, Ignan, Gnome
Attacks Melee +4 / 1d8+2, Ranged +4 / 1d8+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 4 |
Possessions: 1000 sp. Coral (60 gp). Chrysoberyl (60 gp). 2 Tanglefoot bags. 4 Alchemist’s fire.
Glim Offund, Male Gnome [Permalink]
Personal [hide]
Description: This western man wears light armors faded through time and improper care. His clothes are grease stained in places. He has shaved his head bald. His thin eyebrows rest above his beady hazel eyes.
Personality: He loves justice and goodness and right action. Anyone who does not fulfill this criteria perfectly will no doubt get a lecture from him. He is the most sanctimonious self-righteous Gnome in existence. His respect, as difficult as one would find it to earn, is unwavering; those who more than prove themselves to him, a bar set well above any reasonable standard, he tolerates in varying degrees. Though less modest and more hasty in his reactions to snap at those who irritate him, Glim is combative with any and all who dare try his patience in the slightest.
History: He was born in the west. When money was particularly tight he was walking through alleys when he overheard a Miller hiring some criminals to sabotage a competitor. He made his way to the other competitor and parlayed his knowledge into a job. He has made many enemies by not giving into corruption and outing many instances of it.
Motivation: Doesn't want to be a Miller and was forced into it by his family; and to end his boredom
Ideals: Justice. Flaws: Ugly. Bonds: Poor, Immigrant. Occupation: Miller
Voice: Low rumbling, strings words together
Attributes [hide]
Small (3'5") Gnome, True Neutral (CR 8)
Armor Class 13
Hit Points 33 (8d6)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 15 (+2) | 13 (+1) | 15 (+2) | 13 (+1) | 19 (+4) |
Senses Passive Perception 15
Languages Common, Gnome, Dwarven, Goblin
Attacks Melee +3 / 2d10+0, Ranged +5 / 2d10+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 3 | 3 | 3 | 1 | 0 | 0 |
Possessions: 1 Minor magic item. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Cloud Shoe, Male Tabaxi [Permalink]
Personal [hide]
Description: He wears a shirt and pants that are bristling with pockets overflowing with maps, compasses, and other navigational equipment. His fur is greying and his face has many wrinkles. His eyes are likewise green. His teeth are white and perfect.
Personality: He is filled with cunning. He likes to feign weakness letting people think he is weak. He would rather hide behind his crafts than deal with other people.
History: A child with a great deal of poetry talent his parents made sure he got the chance to thrive. 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 guards a vault combo very seriously as well as the key needed to open it.
Motivation: Retire the richest man in the south; and wishes to resurrect an old love
Ideals: Entrepeneur, Artistic. Flaws: Secretive, Shy. Bonds: Attractive. Occupation: Dyer
Voice: Gruff and masculine
Attributes [hide]
Medium (6'10") Tabaxi, Lawful Good (CR 1)
Armor Class 11
Hit Points 10 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 13 (+1) | 15 (+2) | 15 (+2) | 13 (+1) | 15 (+2) |
Senses Passive Perception 11
Languages Common, Auran, Draconic
Attacks Melee +2 / 1d4+0, Ranged +3 / 1d4+1, Grapple +4
Possessions: Just what you see.
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Their contribution stands as a beacon of hope for all adventurers!