Gardain Rakankrak, Male Dwarf [Permalink]
Personal [hide]
Description: This malnourished man wears a brown collared shirt and blue pants. He accessorizes with a green scarf around the waist and a strap diagonally across his shirt. He keeps his blonde hair in a pixie cut. His voice is smooth and creepy, always level, but somehow just slightly unnerving.
Personality: Calm and collected, he is a well trained Dyer. He uses divination through singing.
History: He was born several months after his mother was called into army service. Brilliant and gifted he never wanted to apply himself. He struck the Dyer job and began his own company from there.
Motivation: Balancing his hectic life and new Dyer responsibilities is difficult; and sabotage a competitor
Ideals: Gifted. Flaws: Insane. Bonds: Poor, Job, Military. Occupation: Dyer
Voice: Uses lots of figures of speech
Attributes [hide]
Medium (3'11") Dwarf, Chaotic Neutral (CR 1)
Armor Class 12
Hit Points 5 (1d4)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 15 (+2) | 13 (+1) | 15 (+2) | 13 (+1) | 8 (-1) |
Senses Passive Perception 11
Languages Common, Dwarven, Terran, Celestial
Attacks Melee +2 / 1d4+0, Ranged +4 / 1d4+2, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 5 | 3 | 0 | 0 | 0 | 0 |
Possessions: 5000 cp.
Guy Eastoft, Male Human [Permalink]
Personal [hide]
Description: He is of a modest build and height, but he carries himself more imposing than he is. He wears a suit in poor condition. It has not been laundered in sometime and has been worn in activities one would not normally wear a suit during. His hair is white and curly. He is missing an eye and his face is severely sunburned. His one remaining eye shines brown.
Personality: He resents people who mock his appearance or him, so he has learned to be the meanest son of a gun. Any perceived weakness will be pressed and exploited. He is seen as merciless and passionate.
History: He was always a brilliant, if unscrupulous mind. Guy 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. When he grew older, he became a bit more civilized, usually hanging around bars and taverns. He began work as a mercenary for hire. He would embark on any mission as long as the price was right.
Motivation: He is being blackmailed/forced/etc and this influences his actions; and he feels that his past leaves him morally obligated to help
Ideals: Logical. Flaws: Ugly, Insane. Bonds: Adventurer, Criminal record. Occupation: Masseuse
Voice: Excited and jittery
Attributes [hide]
Medium (5'5") Human, Chaotic Neutral (CR 1)
Armor Class 7
Hit Points 10 (1d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 5 (-3) | 11 (+0) | 7 (-2) | 12 (+1) | 10 (+0) |
Senses Passive Perception 11
Languages Common
Attacks Melee +4 / 1d4+2, Ranged -1 / 1d4-3, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 0 | 0 | 0 |
Possessions: 90 gp.
Ulfgar Gorunn, Male Dwarf [Permalink]
Personal [hide]
Description: This tall, slender man wears light armors faded through time and improper care. His silver hair is cut short with large spiked bangs in the front. He has a dull look in his gray eyes.
Personality: He is a Spice Merchant first and foremost. He believes firmly that knowledge should be universal. He is accommodating to his spouse and as such limits his hospitality. He is brave and levelheaded in the face of danger and has proven himself a capable leader.
History: Born in the south his family was never financially stable. His mother was very strict, and drilled into him lessons on being the perfect gentleman. He has drifted from career to career and currently works as a Spice Merchant.
Motivation: He is unsatisfied with his job; and further expansion of business
Ideals: Impeccable. Bonds: Job, In love, Poor. Occupation: Spice Merchant
Voice: growls and snarls, animalistic
Attributes [hide]
Medium (4'2") Dwarf, Chaotic Good (CR 1)
Armor Class 9
Hit Points 7 (1d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 9 (-1) | 8 (-1) | 14 (+2) | 9 (-1) | 9 (-1) |
Senses Passive Perception 9
Languages Common, Dwarven, Auran, Abyssal
Attacks Melee +3 / 1d4+1, Ranged +1 / 1d4-1, Grapple +1
Possessions: 160 gp.
Qemuel Sanity, Male Tiefling [Permalink]
Personal [hide]
Description: This western man's face is deformed and paralyzed on one side. As such, he slurs his words together. He wears loose pants and a collared shirt complete with sweater beneath his coat. He has styled his silver hair well, parting it to the right. He has a dull look in his black eyes.
Personality: In the realm of puns, he cannot help himself. He feels obliged to make them. He is obsessed with a lost civilization.
History: He was born to a pair of big game hunters, but was frequently ill as a child. Qemuel 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. During his travels, Qemuel and his party rested in a cavern that was (unknown to them) infused with powerful dark magic. Upon awakening, Qemuel discovered the rest of his party dead, transformed into horrible, mindless undead versions of their former selves. Qemuel fled the cavern, stopping for breath at a small pool, and only then realizing his own horrible transformation.
Motivation: To reunite with his old friends; and meet up once more with his childhood friend
Ideals: Joker. Flaws: Ugly, Insane, Disease. Bonds: Adventurer. Occupation: Architect
Voice: Smooth and feminine
Attributes [hide]
Medium (5'3") Tiefling, Lawful Neutral (CR 1)
Armor Class 7
Hit Points 7 (1d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 4 (-3) | 12 (+1) | 10 (+0) | 17 (+3) | 13 (+1) |
Senses Passive Perception 13
Languages Common
Attacks Melee +2 / 1d4+0, Ranged -1 / 1d4-3, Grapple +0
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 3 | 1 | 0 | 0 | 0 | 0 |
Possessions: 120 gp.
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Their contribution stands as a beacon of hope for all adventurers!
