Trym Tickle, Male Human [Permalink]
Personal [hide]
Description: This late middle aged man has a large brown mantle and cape that has been intricately interwoven into his blue robe and is in decent physical shape. He has moderate length auburn hair. His gray eyes show the wear and tear of someone lonely with a great burden to carry.
Personality: He is irascible and easily irritated. He is harsh and unforgiving.
History: He was born in a small forest village. Trym liked to wander the woods near his home when he was young, something he still likes to do at least once a week. He never liked modest clothing or shoes, so he would wander the woods barefoot and lightly dressed, and he developed a good sense of balance and learned how to climb and swim well. He struck the Armorer job and began his own company from there.
Motivation: He is unsatisfied with his job; and to clean up the streets
Flaws: Antagonistic. Bonds: Nature, Job, Guardian. Occupation: Armorer
Voice: Irish accent
Attributes [hide]
Medium (6'4") Human, True Neutral (CR 1)
Armor Class 11
Hit Points 11 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 13 (+1) | 17 (+3) | 15 (+2) | 14 (+2) | 14 (+2) |
Senses Passive Perception 12
Languages Common, Undercommon, Sylvan
Attacks Melee +5 / 1d4+3, Ranged +3 / 1d4+1, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 3 | 1 | 0 | 0 | 0 |
Possessions: 100 gp. 1 Antitoxin.
Modean Principle, Male Tiefling [Permalink]
Personal [hide]
Description: This man is tall and muscular. He wears green leather gloves, a green jacket, and tight pants. He has done his best to style his blue hair to look like a famous performer. His face is feral with sharp distinguishing features. His spectacle hidden eyes are a deep red.
Personality: He has a massive crush on the younger sibling of the Carpenter who has hired him part-time. Only to laugh say gotcha and shoot double pistol fingers at the fooled target.
History: He was raised by priests from a young age. He couldn't stand his childhood mentor and eventually formed a pact with his mentor's previously failed apprentice to rebel. When their plan failed the mentor lashed out against both of them and fled. He has gone from town to town working and never settling down anywhere, but has fallen for a local Guard. He hasn't told them the truth, but wants to settle down with them.
Motivation: He is compelled to act according to his religious beliefs.
Ideals: Athletic, Joker. Bonds: Has a crush, Religious, Mentor. Occupation: Carpenter
Voice: Scratchy, weak
Attributes [hide]
Medium (5'11") Tiefling, Chaotic Neutral (CR 8)
Armor Class 9
Hit Points 51 (8d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 9 (-1) | 14 (+2) | 14 (+2) | 13 (+1) | 14 (+2) |
Senses Passive Perception 14
Languages Common, Orc, Undercommon
Attacks Melee +3 / 2d10+0, Ranged +2 / 2d10-1, Grapple +0
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 3 | 3 | 2 | 0 |
Possessions: 70000 cp.
Arnold Axton, Male Human [Permalink]
Personal [hide]
Description: This man is moderately tanned and has just the faintest trace of an accent. He wears a brown tunic with white highlights, and long black pants that bunch up around his shoes. He has moderate length chestnut hair. His voice is smooth and creepy, always level, but somehow just slightly unnerving.
Personality: He is extraordinarily passive and rarely speaks, let alone speaks his mind. He is obsessed with his god.
History: He got into the Jeweler business at a young age. He worked as a nervous Jeweler and found it very stressful. After a long history of fighting, Arnold and his spouse have recently divorced.
Motivation: To be a Glassblower again; and balancing his hectic life and new jeweler responsibilities is difficult
Flaws: Insane, Shy, Antagonistic. Bonds: Immigrant, Religious, Job. Occupation: Jeweler
Voice: Shortens vowels
Attributes [hide]
Medium (6'4") Human, Neutral Evil (CR 7)
Armor Class 12
Hit Points 49 (7d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 14 (+2) | 13 (+1) | 14 (+2) | 13 (+1) | 18 (+4) |
Senses Passive Perception 11
Languages Common, Druidic, Giant
Attacks Melee +4 / 2d8+1, Ranged +5 / 2d8+2, Grapple +7
Possessions: 1100 gp. Eye agate (14 gp). Eye agate (14 gp).
Sethrekar Delmirev, Male Dragonborn [Permalink]
Personal [hide]
Description: This late middle aged man wears a robe, a symbol of his god around his neck, and a club on his belt and is in decent physical shape. His brass crest is long and unkept. His thin eyebrows rest above his beady red eyes.
Personality: He has a massive crush on the younger sibling of the Sailor who has hired him part-time. Flattery will make him almost putty in your hands.
History: Born in the east to a Sailor, Sethrekar learned a great deal about his mother's area of expertise. He helped his mother out around the business and became quite the natural. He was recently attacked on the road and savagely beaten by bandits.
Motivation: Wants to open a new tavern; and further expansion of business
Ideals: Fighting. Flaws: Ugly, Selfish. Bonds: Has a crush, Job. Occupation: Sailor
Voice: Prounounces S like Z
Attributes [hide]
Medium (6'7") Dragonborn, Lawful Good (CR 2)
Armor Class 12
Hit Points 5 (2d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 14 (+2) | 9 (-1) | 12 (+1) | 16 (+3) | 16 (+3) |
Senses Passive Perception 13
Languages Common, Abyssal
Attacks Melee +4 / 1d6+2, Ranged +4 / 1d6+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 3 | 1 | 0 | 0 | 0 | 0 |
Possessions: 40 gp. 1 Masterwork Uncommon Weapon.
Orsik Daraln, Male Dwarf [Permalink]
Personal [hide]
Description: He is of a modest build and height, but he carries himself more imposing than he is. He wears black leather gloves, a black jacket, and tight pants. He has a red handlebar mustache and slicked back red hair. His skin is flawless and his brown eyes scan people very quickly.
Personality: Orsik hangs on like a leech to those who appreciate him. It was this clingy personality that held back his dancing career. He is a font of random trivia from the lore and stories he has discovered
History: Orsik lived on a farm with his mother, near the main road leading to a nearby town. From his teen years he was always beautiful and desirable, so people have always doted on him. He routinely visits covens of witches but complains that many are fraudulent and lack true knowledge of magic.
Motivation: An old rival family wants him found; and wants to raise his children well
Ideals: Artistic, Logical. Bonds: Attractive, Family, Religious. Occupation: Healer
Voice: Pirate accent
Attributes [hide]
Medium (4'2") Dwarf, Chaotic Neutral (CR 2)
Armor Class 11
Hit Points 18 (2d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 13 (+1) | 17 (+3) | 12 (+1) | 12 (+1) | 10 (+0) |
Senses Passive Perception 11
Languages Common, Dwarven, Gnoll
Attacks Melee +5 / 1d6+3, Ranged +3 / 1d6+1, Grapple +3
Possessions: 80 gp. 1 Masterwork Common Melee.
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