Pikar High-hill, Male Halfling [Permalink]
Personal [hide]
Description: He stands about 3'2" and prefers to wear red pants and tee shirts. His right hand appears badly burned and disfigured. His silver hair is still thick. He wears a mask on his face.
Personality: He likes to brag about his accomplishments and constantly tries to beat others to the punch. The war was a terrible time for him, and Pikar does not often speak of it. When he does, he does so with a strained expression and tears in his eyes.
History: Pikar 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. When money was particularly tight he was walking through alleys when he overheard a Armorer hiring some criminals to sabotage a competitor. He made his way to the other competitor and parlayed his knowledge into a job. After a long history of fighting, Pikar and his spouse have recently divorced.
Motivation: He wants random interesting trinkets and junk, hates to throw anything away; and he feels kind of lost in life
Ideals: Passionate. Flaws: Depressed. Bonds: Military, Poor. Occupation: Armorer
Voice: Prounounces S like Z
Attributes [hide]
Small (3'2") Halfling, Lawful Neutral (CR 6)
Armor Class 13
Hit Points 28 (6d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 14 (+2) | 10 (+0) | 16 (+3) | 13 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common, Halfling, Aquan, Dwarven, Celestial
Attacks Melee +3 / 2d6+0, Ranged +5 / 2d6+2, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 0 | 1 | 0 | 0 |
Possessions: 100 pp.
Heskan Sumnarghthrysh, Male Dragonborn [Permalink]
Personal [hide]
Description: This younger middle-aged man wears a tight fitting brown shirt and pants, and a wedding ring on his right hand. His gold crest is singed and shortened. His red eyes lackadaisically let the world flow into them.
Personality: He acts crazy and hedonistic. He has a habit of throwing himself into exceedingly dangerous situations.
History: He was born to a criminal king-pin and mafia family Heskan was a troubled youth. He spent his days as a hard laborer instead of attending school, and spent his evenings with numerous mobsters and gang members. Heskan decided he wanted neither the life of his father nor that of the evil petty criminals he associated with. During his early adolescence, he took a sudden opportunity while working the docks and commandeered a vessel that was left unmanned. He used his abilities to trick people and travel the world for free.
Motivation: He will attempt to ambush and attack anyone he thinks he can take on alone and try to knock them out with non-lethal damage. If successful, he will try to sell them to his slave-trader contact.
Flaws: Ugly, Hedonist, Impulsive. Bonds: In love, Criminal record. Occupation: Marshal
Voice: Soothing and warm
Attributes [hide]
Medium (6'6") Dragonborn, Lawful Evil (CR 12)
Armor Class 11
Hit Points 99 (12d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 12 (+1) | 17 (+3) | 14 (+2) | 17 (+3) | 15 (+2) |
Senses Passive Perception 13
Languages Common, Infernal, Draconic
Attacks Melee +8 / 3d10+4, Ranged +5 / 3d10+1, Grapple +4
Possessions: 1000 gp. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Nicor Muse, Male Tiefling [Permalink]
Personal [hide]
Description: A man with a warm, jovial air about him, he wears red trousers with black and pastel striped suspenders. He wears various colorful collared shirts. His black hair is heavily combed to the right. He has a very pronounced jaw and large eyebrows. He wears rectangular glasses with silver brims.
Personality: He has two modes he varies between. On the job he is cold, steely and emotionless. Off the job he is a party animal. He invites people to come help in his community garden.
History: He was raised happily, as a normal child born to his father and mother. His father taught him the rudiments of the Brewer arts, while his mother instructed him in etiquette, music and courtly manner. When he came of age, he joined a caravan that would eventually take him to the capital. He would practice along the way and, when he arrived, be apprenticed to a Brewer. He was betrayed by a partner and left for dead, teaching him a humbling lesson in trusting others.
Motivation: Doesn't want to be a Brewer and was forced into it by his family; and expand his business
Ideals: Philantrophist. Flaws: Antagonistic. Bonds: Job, Rich, Family. Occupation: Brewer
Voice: Soft and melodious
Attributes [hide]
Medium (5'8") Tiefling, Neutral Evil (CR 6)
Armor Class 10
Hit Points 41 (6d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 10 (+0) | 16 (+3) | 17 (+3) | 9 (-1) | 12 (+1) |
Senses Passive Perception 9
Languages Common, Terran, Undercommon, Abyssal
Attacks Melee +4 / 2d6+1, Ranged +3 / 2d6+0, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 14 | 3 | 3 | 2 | 0 | 0 | 0 | 0 |
Possessions: Just what you see.
Ethereal Of Ale, Male Tabaxi [Permalink]
Personal [hide]
Description: He is a husky man, who wears baggy white pantaloons and a yellow scarf. He has moderate length beige fur. His face is full, his cheeks are rosy, and he always seems to sport a perfect smile and a twinkle in his green eyes.
Personality: He is calm most of the time but flees social interaction. He is a ruthless business man, a trait he acquired from his father.
History: Raised by wardens he was only a novice when drow swooped upon their monastery and killed most of the order. He took after his father in leading caravans. Because they were valued, his father taught him to defend himself. When his father died while fighting drow, the young Ethereal began to lead the lost caravan. Days after completing his studies, news broke out that his hometown was attacked by drow. Ethereal was horrified and prayed that his mother was alright. However, he heard that his mother had died fighting off the drow.
Motivation: Revenge; and many drow want him driven away
Ideals: Entrepeneur. Flaws: Shy. Bonds: Attractive, Religious, Enemies. Occupation: Animal Trainer
Voice: Low range voice
Attributes [hide]
Medium (6'8") Tabaxi, Chaotic Good (CR 4)
Armor Class 12
Hit Points 37 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 15 (+2) | 16 (+3) | 8 (-1) | 15 (+2) | 13 (+1) |
Senses Passive Perception 12
Languages Common
Attacks Melee +5 / 1d10+3, Ranged +4 / 1d10+2, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 0 | 0 | 0 | 0 | 0 |
Possessions: 400 gp.
Himo Iranapha, Male Elf [Permalink]
Personal [hide]
Description: He typically wears a sleeveless long coat of deep grey leather and dull white iron scale mail. He wears a Stetson hat to cover his moderate length red hair. His face is covered beneath a completely black helmet.
Personality: He is business-like. He takes instructions and follows them to the letter. He lacks restraint and is impulsive. He jumps in and acts without thinking all too often.
History: Himo lived on a farm with his mother, near the main road leading to a nearby town. His mother disappeared, and while he tried to raise money to find his mother, he was betrayed dozens of times. Days after completing his studies, news broke out that his hometown was attacked by illithids. Himo was horrified and prayed that his father was alright. However, he heard that his father had died fighting off the illithids.
Motivation: Many illithids want him driven away.
Ideals: Professionalism. Flaws: Impulsive. Bonds: Family, Enemies. Occupation: Tanner
Voice: Aggressive tone
Attributes [hide]
Medium (4'7") Elf, Neutral Evil (CR 2)
Armor Class 11
Hit Points 15 (2d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 13 (+1) | 15 (+2) | 17 (+3) | 12 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common, Elven, Undercommon, Ignan, Dwarven
Attacks Melee +2 / 1d6+0, Ranged +3 / 1d6+1, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 2 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
Possessions: 150 gp.
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