Bilga Enfield, Female Half-Orc [Permalink]
Personal [hide]
Description: She wears a black cloak and cross-gartered blue stockings. Her skin is fair and her fingers are delicate and long. She keeps her silver hair in a flapper bob. Her ears are large.
Personality: She is a jovial happy person, but she is convinced people are living their lives too quickly. She is obsessed with a lost civilization.
History: Raised by wardens she was only a novice when orcs swooped upon their monastery and killed most of the order. She made a point of taking high paying jobs and getting most of it up front. Lacking all sense, she decided to go on an adventure. She picked a direction and started trekking.
Motivation: Her name or reputation has been wronged in the past by orcs, and she desires to right it; and revenge
Ideals: Optimist. Flaws: Ugly. Bonds: Adventurer, Religious, Enemies. Occupation: Sage
Voice: pre-pubescent
Attributes [hide]
Medium (6'2") Half-Orc, Chaotic Neutral (CR 1)
Armor Class 9
Hit Points 6 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 8 (-1) | 7 (-2) | 10 (+0) | 10 (+0) | 13 (+1) |
Senses Passive Perception 10
Languages Common, Orc
Attacks Melee +4 / 1d4+2, Ranged +1 / 1d4-1, Grapple +2
Possessions: 400 sp.
Sun In the Wind, Female Tabaxi [Permalink]
Personal [hide]
Description: With green face paint in a stripe pattern across her face, she has the majority of her body covered in plate. She sports a flattop fur cut. Judging by the bloodshot nature of her eyes and the massive bags underneath them one would imagine she has not slept for days.
Personality: She tends to agree with only herself unless someone else's opinion sounds like she can profit from it. She tries to control her temper but she can't always stop herself from what she feels what must be done. Her temper goes off on the smallest of things. She tends to lash out at those around her.
History: She served in the navy to pay for her family's outstanding loans. Her father was a soldier and died while she was still young. Sun was left her father's suit of armor and trained in its use and care. Some 8 years later her spouse died after the birth of her daughter. Heartbroken, Sun never married again. Instead she focused her life to raising her daughter whom she trained as her father had trained her before.
Motivation: She wants nothing more than to rejoin the army; and to get a good night's sleep
Flaws: Insomniac, Antagonistic. Bonds: In love, Military. Occupation: Seamstress
Voice: Speaks with lips pursed
Attributes [hide]
Medium (5'9") Tabaxi, Chaotic Neutral (CR 1)
Armor Class 14
Hit Points 10 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 19 (+4) | 15 (+2) | 13 (+1) | 6 (-2) | 10 (+0) |
Senses Passive Perception 8
Languages Common, Abyssal
Attacks Melee +3 / 1d4+1, Ranged +6 / 1d4+4, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 8 |
Possessions: 400 sp. Smoky quartz (50 gp).
Geoffrey Clare, Male Human [Permalink]
Personal [hide]
Description: This dark-skinned male wears a grey tunic with tan highlights, and long yellow pants that bunch up around his shoes. He is tall, broad shouldered and powerfully built. He has a very tight haircut. His hazel eyes dart from person to person.
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 a logical person and will generally grow upset if things defy logic and science.
History: He was born to a wealthy landowner in a frontier town, living a normal and happy childhood. Geoffrey was born on a far southern forest where he grew up under the tutelage of his mother, an expert Carter. He moves from town to town, unable to find a place to settle.
Motivation: An old rival family wants him found; and to share knowledge with the world
Ideals: Joker, Logical. Bonds: Rich, Immigrant, Family. Occupation: Carter
Voice: Excited and jittery
Attributes [hide]
Medium (5'10") Human, Chaotic Evil (CR 1)
Armor Class 11
Hit Points 10 (1d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 12 (+1) | 18 (+4) | 8 (-1) | 13 (+1) | 8 (-1) |
Senses Passive Perception 11
Languages Common
Attacks Melee +2 / 1d4+0, Ranged +3 / 1d4+1, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 3 | 1 | 0 | 0 |
Possessions: 30 gp.
Altho Sunmeadow, Male Halfling [Permalink]
Personal [hide]
Description: This man wears a shirt and pants that are bristling with pockets overflowing with maps, compasses, and other navigational equipment, and sports empty pouches on his belt. He has dyed his greying silver hair a little too much giving a sharp silver color. His gray eyes dart from person to person.
Personality: He believes there is no problem he cannot solve with sufficient elbow grease and persistence, if it is the best or most economic solution matters not. He always tries to repair and not replace. It was this mentality that drove him into the Mason business.
History: From birth he was tutored by a cruel and relentless mentor. When he was little, his rather wealthy family often ventured across the plains to a summer home near a ruined castle. He would wander through that ruined castle 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 plains due to the painful memories there. Altho took refuge in the ruined castle and found the beat up lance and armor he uses now. He has been a successful dealer in antiques buying low and selling high.
Motivation: To reunite with his old friends.
Ideals: Entrepeneur, Persistence. Bonds: Adventurer, Mentor, Nature. Occupation: Mason
Voice: Russian accent
Attributes [hide]
Small (3'0") Halfling, Neutral Good (CR 1)
Armor Class 13
Hit Points 5 (1d4)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 14 (+2) | 13 (+1) | 11 (+0) | 10 (+0) | 12 (+1) |
Senses Passive Perception 10
Languages Common, Halfling
Attacks Melee +1 / 1d4-1, Ranged +4 / 1d4+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 5 | 3 |
Possessions: 40 gp. 1 Masterwork Common Melee.
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Their contribution stands as a beacon of hope for all adventurers!