Crampernap Quillsharpener, Male Gnome [Permalink]
Personal [hide]
Description: He wears silk and lounges about seductively. He keeps his red hair in a pixie cut. His fierce green eyes like to dwell on things.
Personality: He is irritable and easily angered. He is a bit of a bully and is not afraid to use his stature and powers to intimidate and hurt. He has a habit of throwing himself into exceedingly dangerous situations.
History: Born in the west to a Crown-heir, Crampernap learned a great deal about his mother's area of expertise. His father was supposedly a charlatan fortune teller, but he insists his father was legitimate. After a long history of fighting, Crampernap and his spouse have recently divorced.
Motivation: Sabotage a competitor.
Flaws: Antagonistic, Impulsive. Bonds: Attractive, Job, Religious. Occupation: Crown-heir
Voice: pre-pubescent
Attributes [hide]
Small (3'5") Gnome, Chaotic Good (CR 12)
Armor Class 12
Hit Points 50 (12d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 13 (+1) | 10 (+0) | 16 (+3) | 14 (+2) | 13 (+1) |
Senses Passive Perception 12
Languages Common, Gnome, Orc, Halfling, Abyssal
Attacks Melee +5 / 3d10+1, Ranged +5 / 3d10+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 14 | 0 | 1 | 1 | 1 | 0 |
Possessions: 4000 gp. Brass mug with jade inlays (500 gp). Large well-done wool tapestry (500 gp). 1 Minor magic item. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Merihim Rage, Male Tiefling [Permalink]
Personal [hide]
Description: He is lean but muscular and does not wear sleeves and tends to eschew shirts when he can avoid it. His hair is cut close to his head. His eyes are red and beady.
Personality: He's a bit of a prankster. He knows he is clumsy and seen as such and will often feign amnesia after injury. He is often prim and proper but will on occasion tell either really disgusting or offensive jokes, which seem out of character.
History: He got into the Fortune-teller business at a young age. As a young adult he joined a group advocating for an improvement in Tiefling conditions. He has set out to sabotage the competition.
Motivation: He is compelled to act according to his religious beliefs; and tiefling compassion
Ideals: Joker. Flaws: Ugly, Racist. Bonds: Job, Religious. Occupation: Fortune-teller
Voice: Speaks like tongue is numb
Attributes [hide]
Medium (5'2") Tiefling, Chaotic Good (CR 5)
Armor Class 12
Hit Points 19 (5d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 15 (+2) | 12 (+1) | 16 (+3) | 10 (+0) | 15 (+2) |
Senses Passive Perception 10
Languages Common, Sylvan, Draconic, Auran
Attacks Melee +4 / 2d4+1, Ranged +5 / 2d4+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 14 | 6 | 6 | 4 | 0 | 0 | 0 | 0 |
Possessions: 10000 cp. Black pearl (1500 gp). Aquamarine (1500 gp).
Adelard Bentley, Male Human [Permalink]
Personal [hide]
Description: A plain young-adult man, he prefers to wear blue pants and tee shirts. His silver hair is long and unkept. His brown eyes dart from person to person to random spaces in the air.
Personality: Calm and collected, he is a well trained Spice Merchant. He is a ruthless business man, a trait he acquired from his father.
History: He was born to a pair of big game hunters, but was frequently ill as a child. When he was little, his rather wealthy family often ventured across the island to a summer home near a large cave. He would wander through that large cave 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 island due to the painful memories there. Adelard took refuge in the large cave and found the beat up club and armor he uses now. He has set out to sabotage the competition.
Motivation: He'd like to take his coworkers down a peg; and balancing his hectic life and new spice merchant responsibilities is difficult
Ideals: Entrepeneur. Flaws: Ugly, Disease. Bonds: Job, Nature. Occupation: Spice Merchant
Voice: Slow speaker
Attributes [hide]
Medium (5'7") Human, Neutral Good (CR 2)
Armor Class 10
Hit Points 6 (2d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 11 (+0) | 8 (-1) | 10 (+0) | 16 (+3) | 10 (+0) |
Senses Passive Perception 13
Languages Common
Attacks Melee +3 / 1d6+1, Ranged +2 / 1d6+0, Grapple +1
Possessions: 180 gp. Deep blue spinel (200 gp).
Kairon Madness, Male Tiefling [Permalink]
Personal [hide]
Description: He is lean but muscular and wears a well pressed and immaculate suit (or dress). His chestnut hair is greasy and uncared for. He is baby faced.
Personality: He believes mankind has become decadent and spoiled by the march of civilization and an end should come to life as we know it. His home and work are filled with various knick knacks he has acquired through the years. He cares a great deal for his adopted teenage daughter.
History: He grew up in a lower middle class home, but living comfortably wasn't enough. Before the accident, he was one of the most outspoken anti-Tiefling activists. He was mortally wounded, saved by a kind and fast-acting Tiefling doctor. He has been saving his money to try and buy his sister's freedom.
Motivation: A strong sense of loyalty to Tiefling people.
Flaws: Ugly, Mundane, Racist. Bonds: Nature, Family. Occupation: Dyer
Voice: growls and snarls, animalistic
Attributes [hide]
Medium (5'10") Tiefling, Lawful Neutral (CR 6)
Armor Class 11
Hit Points 27 (6d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 13 (+1) | 15 (+2) | 10 (+0) | 9 (-1) | 17 (+3) |
Senses Passive Perception 9
Languages Common
Attacks Melee +4 / 2d6+1, Ranged +4 / 2d6+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 6 |
Possessions: 1000 gp. Fire opal (400 gp). Red garnet (110 gp). 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Gruk Carlton, Male Half-Orc [Permalink]
Personal [hide]
Description: His skin has the orange glow of too much sun. He wears a violet feathered hat and violet clothes. His brown hair is greasy and uncared for. 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 believes the world needs to unite to get rid of gnolls once and for all.
History: Raised by wardens he was only a novice when gnolls swooped upon their monastery and killed most of the order. His parents died when he was young, and he was unceremoniously dumped in the city orphanage. Gruk 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 Gruk. He would ruin relationships and cause injury. He was reprimanded several times before being given his current form and forced to learn humility.
Motivation: Many gnolls want him driven away; and find a way to reverse the transformation of his sister
Flaws: Ugly. Bonds: Criminal record, Enemies, Religious, Family. Occupation: Unemployed
Voice: Speaks with squeezed throat
Attributes [hide]
Medium (5'5") Half-Orc, Lawful Evil (CR 10)
Armor Class 12
Hit Points 43 (10d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 14 (+2) | 15 (+2) | 10 (+0) | 15 (+2) | 10 (+0) |
Senses Passive Perception 12
Languages Common, Orc
Attacks Melee +8 / 3d6+4, Ranged +6 / 3d6+2, Grapple +4
Possessions: 7000 sp.
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