Ermina Hildenman, Female Half-Elf [Permalink]
Personal [hide]
Description: This younger middle-aged woman wears well tailored gowns and hats with beautiful decoration. She is almost always dressed for an outing in high society, and a wedding ring on her left hand. Her silver hair is braided into rings. Her eyes are a pleasant gray.
Personality: She will use flattery and sarcasm to attack and weaken her opponents. Despite her formidable combat skills she remains a coward. She takes great pride in her work and is very well organized. Her planner is full of calendar events.
History: Born in the west to a Dyer, Ermina learned a great deal about her father's area of expertise. She was one of the best in her class, and was picked up by her current employer. She quickly showed her capability and was soon promoted to a head role. She used her abilities to travel the world and help people.
Motivation: She is unsatisfied with her job; and expand her business
Ideals: Fighting, Philantrophist. Bonds: Rich, In love, Job. Occupation: Dyer
Voice: Mousy voice
Attributes [hide]
Medium (5'9") Half-Elf, Neutral Good (CR 2)
Armor Class 12
Hit Points 8 (2d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
6 (-2) | 15 (+2) | 11 (+0) | 14 (+2) | 14 (+2) | 4 (-3) |
Senses Passive Perception 12
Languages Common, Elven, Giant, Gnoll
Attacks Melee +0 / 1d6-2, Ranged +4 / 1d6+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 4 | 2 | 0 | 0 | 0 |
Possessions: 310 gp.
Roger Barney, Male Human [Permalink]
Personal [hide]
Description: He does not wear sleeves and tends to eschew shirts when he can avoid it, and carries tridents. He keeps his blonde hair in a pixie cut. His eyes are green and catlike.
Personality: He is quite rude, and likes to deride his opponents skill and shout insults at them. He also is a firm believer in the manly ideal.
History: Roger was born into a poor family. Growing up, he dreamt of becoming a Wizard, to bring honor to his family’s name. When he came of age, he applied for a position with his town's local guard, looking to work his way up via merit and eventually become a Wizard in service of a powerful lord somewhere. He found a children's book about a Human Wizard who fought for good and justice and never realised it was just a child's story. He modeled his life after the story, seeing himself destined a hero. 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 desires power and/or immortality; and he's repulsed by the pc
Ideals: Fighting. Flaws: Antagonistic, Impulsive. Bonds: Poor, Adventurer. Occupation: Sculptor
Voice: Thin and wheezing
Attributes [hide]
Medium (6'1") Human, Neutral Good (CR 2)
Armor Class 11
Hit Points 10 (2d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 12 (+1) | 14 (+2) | 18 (+4) | 11 (+0) | 8 (-1) |
Senses Passive Perception 10
Languages Common, Druidic, Sylvan, Terran, Goblin
Attacks Melee +3 / 1d6+1, Ranged +3 / 1d6+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 14 | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Possessions: 2000 cp.
Fenriz Vice, Male Tiefling [Permalink]
Personal [hide]
Description: He is wearing a long, black, dusty cloak. His red hair is long and unkept. He wears round tiny glasses practically rammed into his face.
Personality: Overbrimming with self-confidence, Fenriz isn't afraid of most anything. He has a strong dislike to people who do not believe in Tiefling unity. He constantly seizes attention wherever he goes and has come to expect this respect from everyone. He likes to think of himself as merciful, but nonetheless is very strict.
History: He was born in the north. A few years later when the west was not economically sound they moved to his current location. He was betrayed by a partner and left for dead, teaching him a humbling lesson in trusting others.
Motivation: Nothing but the best is good enough for him; and a rival would like him out of the picture
Ideals: Impeccable. Flaws: Ugly, Antagonistic. Bonds: Immigrant, Criminal record. Occupation: Blacksmith
Voice: Irish accent
Attributes [hide]
Medium (5'6") Tiefling, Chaotic Evil (CR 1)
Armor Class 12
Hit Points 7 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 14 (+2) | 9 (-1) | 10 (+0) | 9 (-1) | 14 (+2) |
Senses Passive Perception 9
Languages Common
Attacks Melee +1 / 1d4-1, Ranged +4 / 1d4+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 9 |
Possessions: 70 gp. 1 Banded mail.
Fax Daardendrian, Male Dragonborn [Permalink]
Personal [hide]
Description: He stands about 6'5" and wears an old set of leather armor, nicked and torn by the ravages of time and battle. His right hand appears badly burned and disfigured. His green crest is kept up in a ponytail inside a wide-brimmed hat. He has a very pronounced jaw and large eyebrows. He wears rectangular glasses with silver brims.
Personality: The man has a huge range of feeling. He will range from being happy and joking with the occasional self put down to crying stating how he will be a better person from this day on. He has a hair trigger and will fly into rage over the tiniest perceived slights.
History: He comes from a rich northern family. He was married off to the eldest child of a minor noble. His spouse died of illness and he inherited everything. He was betrayed by a partner and left for dead, teaching him a humbling lesson in trusting others.
Motivation: He has money and likes to spend it; and he's repulsed by the pc
Flaws: Emotional, Antagonistic. Bonds: Rich. Occupation: Roofer
Voice: German accent
Attributes [hide]
Medium (6'5") Dragonborn, Neutral Good (CR 2)
Armor Class 7
Hit Points 18 (2d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 5 (-3) | 17 (+3) | 11 (+0) | 10 (+0) | 14 (+2) |
Senses Passive Perception 10
Languages Common
Attacks Melee +4 / 1d6+2, Ranged -1 / 1d6-3, Grapple +2
Possessions: Just what you see.
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Their contribution stands as a beacon of hope for all adventurers!