Zepar Ideal, Male Tiefling [Permalink]
Personal [hide]
Description: A well shaped man just over fifty, he wears bulky white painted plate armor. His hair is greying and his face has many wrinkles. His silver eyes are desperate and heavily dilated. He has the appearance of someone under the heavy influence of drugs.
Personality: He goes out his way to put a smile on everyone's face. There's no-one he won't accept into his heart. He is vehemently anti-magic. All of it is evil and corrupting in his opinion.
History: Sold as a small child to a wizard, Zepar was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. Like his father and his sister before him, after school he went straight into learning to become a Herbalist. He has drifted from career to career and currently works as a Herbalist.
Motivation: He is unsatisfied with his job.
Ideals: Optimist, Opinionated. Flaws: Addict. Bonds: Mentor, Job. Occupation: Herbalist
Voice: Shortens vowels
Attributes [hide]
Medium (5'3") Tiefling, Chaotic Evil (CR 7)
Armor Class 12
Hit Points 52 (7d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 15 (+2) | 17 (+3) | 14 (+2) | 13 (+1) | 15 (+2) |
Senses Passive Perception 11
Languages Common, Undercommon, Infernal
Attacks Melee +7 / 2d8+4, Ranged +5 / 2d8+2, Grapple +4
Possessions: 1 Minor magic item. 1 Minor magic item.
Gale Mirror, Male Tabaxi [Permalink]
Personal [hide]
Description: He wears a brown costume with the symbols of strength on his torso. His red fur, when down, is lengthy. His eyes are copper and catlike.
Personality: Deceptive and manipulative this eastern guy figured out how to best use his charms to convince people to do what he wants. He cannot deal with unfamiliar people for more than a few minutes at a time and if they persist he will grow angry at them.
History: Born in the east to a Miller, Gale learned a great deal about his mother's area of expertise. As a young adult he joined a group advocating for an improvement in Tabaxi conditions. He struck the Miller job and began his own company from there.
Motivation: Further expansion of business; and expand his business
Flaws: Insane, Antagonistic, Racist. Bonds: Attractive, Job. Occupation: Miller
Voice: German accent
Attributes [hide]
Medium (5'3") Tabaxi, Lawful Good (CR 12)
Armor Class 12
Hit Points 66 (12d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 14 (+2) | 17 (+3) | 10 (+0) | 17 (+3) | 15 (+2) |
Senses Passive Perception 13
Languages Common
Attacks Melee +7 / 3d10+3, Ranged +6 / 3d10+2, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 4 |
Possessions: 100 pp. Deep blue spinel (700 gp). Tiger eye turquoise (8 gp). Golden yellow topaz (700 gp). Brown-green garnet (120 gp). Sardonyx (50 gp). Coral (120 gp). 1 Minor magic item. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Ahrim Guile, Male Tiefling [Permalink]
Personal [hide]
Description: This exceptionally lanky man wears tight fitting clothing which further accentuates his frame. He wears a small hat to cover his moderate length chestnut hair. His otherwise smooth face is marked with small tiny scars.
Personality: He likes to make people angry or surprised. He pushes his goals aggressively. He is also a coward if confronted.
History: Ahrim hails from a village terrorized by orcs. Since his mother passed away years ago, his father 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 moves from town to town, unable to find a place to settle.
Motivation: To reunite with his absent mother; and he feels threatened by others
Flaws: Antagonistic, Fearful. Bonds: Attractive, Enemies, Immigrant, Family. Occupation: Locksmith
Voice: Eastern European accent
Attributes [hide]
Medium (6'0") Tiefling, Lawful Good (CR 10)
Armor Class 12
Hit Points 55 (10d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 14 (+2) | 12 (+1) | 13 (+1) | 14 (+2) | 13 (+1) |
Senses Passive Perception 12
Languages Common, Sylvan
Attacks Melee +4 / 3d6+0, Ranged +6 / 3d6+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 14 | 0 | 1 | 1 | 0 | 0 |
Possessions: Tiger eye turquoise (16 gp). Blue quartz (16 gp). Alexandrite (200 gp). Malachite (16 gp). Black pearl (200 gp). Silver pearl (70 gp). Smoky quartz (40 gp).
Shedinn Imbixtellrhyst, Male Dragonborn [Permalink]
Personal [hide]
Description: This exceptionally lanky man is well dressed, constantly wearing a yellow suit, pastel shirt, and brown tie. His black crest, when down, is lengthy. His gold eyes are desperate and heavily dilated. He has the appearance of someone under the heavy influence of drugs.
Personality: He hates Dragonborns with a passion. As such he is filled with self loathing. Shedinn is a bit of a follower. Usually he is manipulated by his brothers into helping them out, but recently he has become more of a free agent.
History: A studious child he never was much for a social life, not because he was unlikable, but because he did not seek it out. Shedinn abandoned his home at a very young age, living in the fields and plains. He survived everyday through hunting and stealing from passersby. He did whatever it took for him to survive. He has been saving his money to try and buy his brother's freedom.
Motivation: He wants to meet his childhood hero; and to reunite with his old friends
Ideals: Gifted. Flaws: Addict, Racist. Bonds: Family, Adventurer. Occupation: Fletcher
Voice: Scottish accent
Attributes [hide]
Medium (6'6") Dragonborn, Neutral Evil (CR 3)
Armor Class 12
Hit Points 19 (3d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 15 (+2) | 15 (+2) | 14 (+2) | 11 (+0) | 14 (+2) |
Senses Passive Perception 10
Languages Common, Abyssal, Infernal
Attacks Melee +3 / 1d8+1, Ranged +4 / 1d8+2, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 3 | 1 | 0 | 0 | 0 |
Possessions: 100 gp.
Fargrim Glanhig, Male Dwarf [Permalink]
Personal [hide]
Description: He wears a tattered pair of loose white pants, a matching torn shirt, and a visible pair of similar condition same color briefs. His skin is fair and his fingers are delicate and long. His moppish auburn hair is in a traditional bowl cut. His face is full, his cheeks are rosy, and he always seems to sport a perfect smile and a twinkle in his amber eyes.
Personality: He is a pretentious jerk insisting that modern society is full of problems and should revert to a simpler time. He is always in debt, since he spends his money on lavish parties and gifts for friends
History: Fargrim was born with his mother's beautiful face. Through the years after Fargrim was born, his mother became increasingly distant from his family, instead choosing to pursue power in the west. Fargrim's mother didn't care for him much, and the feeling was mutual. He spent several years traveling with his friend, before both settled down to enjoy the fruits of their adventures.
Motivation: Obtaining odd cultural Dwarven artifacts is his passion; and he wants to meet his childhood hero
Flaws: Antagonistic, Impulsive. Bonds: Poor, Attractive, Adventurer. Occupation: Jeweler
Voice: Eastern European accent
Attributes [hide]
Medium (4'2") Dwarf, Lawful Good (CR 2)
Armor Class 12
Hit Points 23 (2d10)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 15 (+2) | 19 (+4) | 8 (-1) | 14 (+2) | 11 (+0) |
Senses Passive Perception 14
Languages Common, Dwarven
Attacks Melee +6 / 1d6+4, Ranged +4 / 1d6+2, Grapple +4
Possessions: 9000 cp. 1 Masterwork Common Ranged Weapon.
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