Immeral Fasharash, Male Elf [Permalink]
Personal [hide]
Description: He wears very tight pants and wife beaters, though occasionally he sports a white coat. He has done his best to style his red hair to look like a famous performer. His green eyes are desperate and heavily dilated. He has the appearance of someone under the heavy influence of drugs.
Personality: He is a very philanthropic person; he spends his free time working at various soup kitchens. A true patriot, Immeral would do anything for his country. He is fiercely protective of his fellow citizens and foreign allies.
History: Immeral lived on a farm with his mother, near the main road leading to a nearby town. After coming to the age of reason, Immeral took it upon himself to study the arcane arts in their entirety; because of this, he was labeled a dark omen and banished from his homeland. He's since become an addict/alcoholic.
Motivation: He wants nothing more than to rejoin the army; and to reunite with his absent mother
Ideals: Philantrophist, Gifted. Flaws: Addict. Bonds: Military, Family. Occupation: Carter
Voice: Low rumbling, strings words together
Attributes [hide]
Medium (5'4") Elf, Lawful Good (CR 8)
Armor Class 11
Hit Points 59 (8d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 13 (+1) | 14 (+2) | 18 (+4) | 14 (+2) | 12 (+1) |
Senses Passive Perception 12
Languages Common, Elven, Draconic, Druidic, Aquan, Halfling
Attacks Melee +4 / 2d10+1, Ranged +4 / 2d10+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 15 | 3 | 2 | 2 | 2 | 2 | 0 | 0 | 0 | 0 |
Possessions: 1400 gp. Azurite (12 gp). Hematite (12 gp). Freshwater pearl (12 gp). Alexandrite (600 gp). Black pearl (600 gp).
Nicor Bedlam, Male Tiefling [Permalink]
Personal [hide]
Description: He is a husky man, who wears a lot of dark rich colors, with gold accents. He keeps his purple hair in a flapper bob. His silver eyes are passionate and lively.
Personality: Friendly and accommodating he would invite many more into his home than his spouse would be comfortable with if they did not express concern about it. He is very protective of his business, his home, and his spouse. He is willing to work with less than legal methods but maintains the front of legitimacy.
History: Born to a poor family in the city he treasured whatever gifts he got. While he appears to be a normal Tiefling, 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. He used his abilities to trick people and travel the world for free.
Motivation: He possesses a valuable artifact that the thieves guild wishes to steal; and he feels that his past leaves him morally obligated to help
Ideals: Philantrophist. Flaws: Insane. Bonds: Attractive, Criminal record, Poor. Occupation: Locksmith
Voice: Forgets to breathe while speaking
Attributes [hide]
Medium (5'1") Tiefling, Chaotic Evil (CR 3)
Armor Class 12
Hit Points 17 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 14 (+2) | 13 (+1) | 16 (+3) | 12 (+1) | 19 (+4) |
Senses Passive Perception 13
Languages Common, Terran, Abyssal, Aquan
Attacks Melee +2 / 1d8+0, Ranged +4 / 1d8+2, Grapple +2
Possessions: 100 gp. Silver pearl (50 gp). Red garnet (50 gp). Brown-green garnet (50 gp).
Five On the Water, Male Tabaxi [Permalink]
Personal [hide]
Description: This malnourished man usually wears his green robe and has his bastard sword always slung over his shoulder. His orange fur is lengthy and is close to two feet long. His face is feral with sharp distinguishing features. His spectacle hidden eyes are a deep green.
Personality: He is business-like. He takes instructions and follows them to the letter. He pushes his goals aggressively. He is also a coward if confronted.
History: The child of a Shipwright, who enjoyed hunting, Five was taken on many hunting expeditions. He worked as a nervous Banker and found it very stressful. He inherited the family business which he has now maintained for 8 years.
Motivation: He is terrified, and will act out of fear; and to be a shipwright again
Ideals: Professionalism. Flaws: Fearful. Bonds: Poor, Nature, Job. Occupation: Banker
Voice: Complex vocabulary, royal
Attributes [hide]
Medium (6'10") Tabaxi, Lawful Good (CR 7)
Armor Class 13
Hit Points 39 (7d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 17 (+3) | 12 (+1) | 13 (+1) | 15 (+2) | 17 (+3) |
Senses Passive Perception 12
Languages Common, Undercommon
Attacks Melee +2 / 2d8-1, Ranged +6 / 2d8+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 6 | 4 | 3 | 2 | 1 | 0 |
Possessions: 5000 sp. 1 Minor magic item. 1 Minor magic item.
Whurbin Bloodkith, Male Dwarf [Permalink]
Personal [hide]
Description: He is a paragon of his species. He is larger and stronger than most Dwarves. His skin is dark but he possesses many blue ritualistic tattoos. He wears tight fitting clothing which further accentuates his frame. His silver hair is kept up in a ponytail inside a small hat. His face is feral with sharp distinguishing features. His spectacle hidden eyes are a deep green.
Personality: He is quiet and reserved most of the time, but warms up to people very quickly. Around friends he is liable to tell dirty jokes and enjoy himself. 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 born in the south. Whurbin was born on a far southern desert where he grew up under the tutelage of his mother, an expert Mercenary. He has taken up leadership of the village's small militia in response to goblins demanding more tribute than usual.
Motivation: Wants his loneliness to end; and several ex partners dislike his way of doing things and want revenge
Ideals: Joker. Flaws: Forgetful. Bonds: Attractive, Immigrant, Enemies, Has a crush. Occupation: Mercenary
Voice: Strong lisp
Attributes [hide]
Medium (4'2") Dwarf, Lawful Neutral (CR 12)
Armor Class 14
Hit Points 53 (12d4)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 19 (+4) | 15 (+2) | 12 (+1) | 16 (+3) | 12 (+1) |
Senses Passive Perception 13
Languages Common, Dwarven, Infernal
Attacks Melee +6 / 3d10+2, Ranged +8 / 3d10+4, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 4 | 4 | 4 |
Possessions: 4000 gp. Deep green spinel (110 gp). 1 Minor magic item. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Thokk Breeden, Male Half-Orc [Permalink]
Personal [hide]
Description: This late middle aged man wears a fancy green suit and is in decent physical shape. His auburn hair is kept up in a ponytail inside a broad hat. This gray eyed westerner is not easily forgotten.
Personality: He acts crazy and hedonistic. He is obsessed with a lost civilization.
History: Thokk was born with his mother's beautiful face. From his teen years he was always beautiful and desirable, so people have always doted on him. He struck the Shoemaker job and began his own company from there.
Motivation: He desires power and/or immortality; and he has passion for adventuring and risk
Flaws: Hedonist. Bonds: Attractive, Adventurer, Job. Occupation: Shoemaker
Voice: Old thin voice
Attributes [hide]
Medium (5'7") Half-Orc, Lawful Evil (CR 4)
Armor Class 11
Hit Points 28 (4d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 12 (+1) | 12 (+1) | 11 (+0) | 12 (+1) | 11 (+0) |
Senses Passive Perception 11
Languages Common, Orc
Attacks Melee +5 / 1d10+3, Ranged +3 / 1d10+1, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 5 | 3 | 2 |
Possessions: 500 gp.
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