Ovak Barlow, Female Half-Orc [Permalink]
Personal [hide]
Description: Relatively heavier built than your average woman, she is not imposing. She wears a fine chain shirt which she covers with black colored cloaks and clothing. She wears a small hat to cover her moderate length red hair. She has gleaming, smiling hazel eyes.
Personality: She is overprotective of those who hire her services. She is however nostalgic and wants to reunite with her old comrades. She has some compunction and patriotism and will work for the government before all other clients.
History: She got into the Animal Trainer business at a young age. When Ovak reached her early adolescence her Half-Orc mother passed away. Feeling disconnected from the small nearby village afterwards, she decided to travel. Her rounds led her into the Army with a few individuals who would become her life-long companions. She became a Animal Trainer soon after.
Motivation: She desires power and/or immortality.
Bonds: Guardian, Adventurer, Job, Military. Occupation: Animal Trainer
Voice: Speaks fast with a slight lisp
Attributes [hide]
Medium (5'8") Half-Orc, Chaotic Good (CR 1)
Armor Class 9
Hit Points 11 (1d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 8 (-1) | 13 (+1) | 10 (+0) | 9 (-1) | 5 (-3) |
Senses Passive Perception 9
Languages Common, Orc
Attacks Melee +6 / 1d4+4, Ranged +1 / 1d4-1, Grapple +4
Possessions: 140 gp. Hematite (7 gp).
Justin Melancon, Male Human [Permalink]
Personal [hide]
Description: A middle-aged man, he wears brown leather gloves, a brown jacket, and tight pants, and is pretty ugly. His black hair is singed and shortened. His thin eyebrows rest above his beady blue eyes.
Personality: He snorts whenever he laughs or is feeling confident. He is a great chef.
History: He was born at the edge of vast plains. His psionic abilities were realized during a raid on his village. He spent several years traveling with his friend, before both settled down to enjoy the fruits of their adventures.
Motivation: Marry his brother to traveling adventurers; and doesn't want to be a junk dealer and was forced into it by his family
Ideals: Gifted. Flaws: Ugly. Bonds: Nature, Adventurer, Family. Occupation: Junk Dealer
Voice: Raspy
Attributes [hide]
Medium (5'4") Human, Neutral Good (CR 2)
Armor Class 9
Hit Points 10 (2d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 8 (-1) | 9 (-1) | 9 (-1) | 12 (+1) | 7 (-2) |
Senses Passive Perception 11
Languages Common
Attacks Melee +3 / 1d6+1, Ranged +1 / 1d6-1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 9 |
Possessions: 260 gp. 1 Masterwork Uncommon Weapon.
Adran Thompson, Male Half-Elf [Permalink]
Personal [hide]
Description: He is wearing a perfectly clean shirt and pair of pants. His attire stands in sharp contrast to his warhammer, which is beautifully polished and possesses an ornate carving of a dagger on it. His blonde hair is cut short with large spiked bangs in the front. His blue 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 always tries to repair and not replace. It was this mentality that drove him into the Knight business.
History: Sold as a small child to a wizard, Adran was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. When he was little, his rather wealthy family often ventured across the mountains 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 mountains due to the painful memories there. Adran took refuge in the old dungeon and found the beat up warhammer and armor he uses now. He bought a warhammer and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: To reunite with his old friends.
Ideals: Philantrophist, Persistence. Flaws: Disease. Bonds: Attractive, Mentor, Nature. Occupation: Knight
Voice: Speaks with lower jaw sticking out
Attributes [hide]
Medium (5'9") Half-Elf, True Neutral (CR 2)
Armor Class 9
Hit Points 8 (2d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 9 (-1) | 10 (+0) | 11 (+0) | 7 (-2) | 7 (-2) |
Senses Passive Perception 8
Languages Common, Elven
Attacks Melee +3 / 1d6+1, Ranged +1 / 1d6-1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 3 | 0 |
Possessions: 210 gp. 1 Breastplate.
Vezera Chumbyxirinnish, Female Dragonborn [Permalink]
Personal [hide]
Description: Her left thumb is blackened and bruised, but otherwise she appears quite healthy. She wears tattered old clothes. Her copper crest is long and unkept. Her red eyes show the wear and tear of someone lonely with a great burden to carry.
Personality: Confrontational and typically high on some drug or another. She is however greedy and will demand payment and proof of collateral's value and will produce a merchant's scale to make sure she is not cheated out of a speck.
History: She was born with several neurological imbalances, which makes sleep difficult for her. It may also be what makes her so good at details. Cursed with a spirit at a very young age, Vezera has worked very hard to control her curse. She hasn't been sleeping well lately.
Motivation: To get a good night's sleep; and retire the richest woman in the north
Ideals: Entrepeneur. Flaws: Ugly, Addict, Disease, Insomniac. Occupation: Miller
Voice: Sighs a lot, exhausted
Attributes [hide]
Medium (6'6") Dragonborn, Lawful Evil (CR 1)
Armor Class 12
Hit Points 6 (1d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 14 (+2) | 15 (+2) | 10 (+0) | 5 (-3) | 17 (+3) |
Senses Passive Perception 7
Languages Common
Attacks Melee +1 / 1d4-1, Ranged +4 / 1d4+2, Grapple -1
Possessions: 110 gp.
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Their contribution stands as a beacon of hope for all adventurers!