Andram Fear, Male Tiefling [Permalink]
Personal [hide]
Description: 5'5" and muscular, this southern man is dressed in earthy colors with a red and brown handkerchief worn on his right side. His hair is brown and curly. His white unseeing eyes seem to look past you.
Personality: He is a very philanthropic person; he spends his free time working at various soup kitchens. He is able to make almost anything out of random pieces of junk.
History: He was born to a criminal king-pin and mafia family In his formative years he discovered how persuasive he was. He began using that to his advantage selling useless wares at inflated prices. He now has a substantial network of resources ranging from contacts to ships to peers.
Motivation: Seeks redemption; and a rival would like him out of the picture
Ideals: Athletic, Philantrophist, Gifted, Entrepeneur. Flaws: Disease. Bonds: Criminal record. Occupation: Cook
Voice: Sleepy voice
Attributes [hide]
Medium (5'5") Tiefling, Chaotic Neutral (CR 6)
Armor Class 13
Hit Points 16 (6d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 16 (+3) | 11 (+0) | 14 (+2) | 10 (+0) | 10 (+0) |
Senses Passive Perception 10
Languages Common, Gnoll, Halfling
Attacks Melee +3 / 2d6+0, Ranged +6 / 2d6+3, Grapple +6
Possessions: 40000 cp.
Ildrex Bhenkumbyrznaax, Male Dragonborn [Permalink]
Personal [hide]
Description: He prefers to wear pastel clothing when he does not wear armor. He has a slight overbite and is overall scrawny. His black crest is lengthy. His red eyes are slightly larger than normal.
Personality: Prone to second guessing himself, he comes off as nervous. He keeps company with all sorts of races to see how they think and challenge minds foreign to his own.
History: When he was but 3 years old his parents immigrated from the north. He inherited a moderately successful company from his father. Under his leadership it has flourished, and using capital from his venture he effectively owns an entire region. He remains aloof and afraid to be himself due to all the ideals others have placed upon him.
Motivation: He wants nothing more than to rejoin the army; and he has money and likes to spend it
Ideals: Gifted. Flaws: Shy. Bonds: Immigrant, Rich, Military. Occupation: Courier
Voice: Creaky witch voice
Attributes [hide]
Medium (6'8") Dragonborn, True Neutral (CR 14)
Armor Class 12
Hit Points 92 (14d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 15 (+2) | 12 (+1) | 11 (+0) | 11 (+0) | 15 (+2) |
Senses Passive Perception 10
Languages Common
Attacks Melee +7 / 4d6+2, Ranged +7 / 4d6+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 0 | 2 |
Possessions: 700 pp. Black pearl (800 gp). Sard (40 gp). Jade (150 gp). Star ruby (400 gp). Black pearl (800 gp). Moonstone (40 gp). Alexandrite (800 gp). Tiger eye turquoise (7 gp). Jet (150 gp). Red spinel (150 gp). Alexandrite (800 gp).
Don Mellerelel, Male Half-Elf [Permalink]
Personal [hide]
Description: This late middle aged man has a large white mantle and cape that has been intricately interwoven into his brown robe and is in decent physical shape. His blonde hair is greying along the sides and has receded to reveal a widow's peak. He is baby faced.
Personality: He is a jovial happy person, but he is convinced people are living their lives too quickly. He will often invite strangers home for dinner and talk their ears off. He cares deeply for his spouse and does his best to make sure his guests look presentable.
History: Born in the west to a Dilettante, Don learned a great deal about his father's area of expertise. He found a children's book about a Half-Elf Monk who fought for good and justice and never realised it was just a child's story. He modeled his life after the story, seeing himself destined a hero. He ran away from his former home and has been making his living as a Dilettante for the past few years.
Motivation: His name or reputation has been wronged in the past by goblins, and he desires to right it; and a deep hatred of goblins
Ideals: Optimist. Bonds: In love, Job, Adventurer, Enemies. Occupation: Dilettante
Voice: Spanish accent
Attributes [hide]
Medium (5'11") Half-Elf, Neutral Evil (CR 5)
Armor Class 12
Hit Points 37 (5d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 14 (+2) | 10 (+0) | 15 (+2) | 17 (+3) | 13 (+1) |
Senses Passive Perception 16
Languages Common, Elven, Ignan, Goblin
Attacks Melee +4 / 2d4+1, Ranged +5 / 2d4+2, Grapple +2
Possessions: 4000 sp. Malachite (14 gp). Golden yellow topaz (1300 gp). Golden pearl (160 gp).
Emerald Of Claws, Male Tabaxi [Permalink]
Personal [hide]
Description: His right thumb is blackened and bruised, but otherwise he appears quite healthy. He is dressed in earthy colors with a yellow and pastel handkerchief worn on his right side. His long cinnamon fur is drawn into a two foot long braid. His fair skin shows little sign of his aristocratic breeding.
Personality: He is a melancholic, but persistent worker. He resents family life and as such spurns the advances of admirers. He has zero loyalty and will suck up to whomever is within range, in the hopes of being moved to a better position.
History: He was born in a small island village. When he was little, his rather wealthy family often ventured across the island 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 island due to the painful memories there. Emerald took refuge in the old dungeon and found the beat up glaive and armor he uses now. He remains aloof and afraid to be himself due to all the ideals others have placed upon him.
Motivation: Wants to work out more often; and he loathes his own lifestyle
Ideals: Athletic. Flaws: Depressed, Fearful, Shy. Bonds: Attractive, Nature. Occupation: Assassin
Voice: Jittery and nervous
Attributes [hide]
Medium (6'1") Tabaxi, Lawful Evil (CR 1)
Armor Class 12
Hit Points 8 (1d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 15 (+2) | 14 (+2) | 8 (-1) | 9 (-1) | 13 (+1) |
Senses Passive Perception 9
Languages Common
Attacks Melee +6 / 1d4+4, Ranged +4 / 1d4+2, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 9 |
Possessions: 90 gp. Sard (30 gp). 1 Chain shirt.
Three Wind, Male Tabaxi [Permalink]
Personal [hide]
Description: A moderately attractive man, he prefers to wear tan clothing when he does not wear armor. His red fur, when down, is lengthy. His voice is smooth and creepy, always level, but somehow just slightly unnerving.
Personality: Calm and collected, he is a well trained Fletcher. When he's not drinking or sleeping the drinks off, he's doing music.
History: The child of a Hunter, who enjoyed hunting, Three was taken on many hunting expeditions. Since his father passed away years ago, his mother 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 then took over the family business and is one of the better Fletcher for hire.
Motivation: He is unsatisfied with his job; and further expansion of business
Ideals: Artistic. Flaws: Insane, Addict. Bonds: Attractive, Job, Nature. Occupation: Fletcher
Voice: Smooth and feminine
Attributes [hide]
Medium (5'2") Tabaxi, True Neutral (CR 3)
Armor Class 12
Hit Points 21 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 14 (+2) | 11 (+0) | 9 (-1) | 16 (+3) | 10 (+0) |
Senses Passive Perception 13
Languages Common
Attacks Melee +2 / 1d8+0, Ranged +4 / 1d8+2, Grapple +1
Possessions: 200 gp. Alexandrite (900 gp).
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