Vanuath Meliamne, Male Half-Elf [Permalink]
Personal [hide]
Description: He dresses well, wearing yellow shirts, loose pants, and blazers most of the time. He is portly but not overly obese. His long red hair is drawn into a two foot long braid. He is baby faced.
Personality: He is not truly malevolent, but he is obsessed with music. He constantly tries to fill his life with music. He is however nostalgic and wants to reunite with his old comrades. He has some compunction and patriotism and will work for the government before all other clients.
History: Vanuath was born in the north. At a young age he loved to build and create. He moved from fad to fad and when he turned 15 he discovered music. He has became unsatisfied with his lot in life, and decided to take up adventuring.
Motivation: He wants to meet his childhood hero; and he has passion for adventuring and risk
Ideals: Artistic, Persistence. Bonds: Attractive, Adventurer. Occupation: Slave Trader
Voice: Low and grunting
Attributes [hide]
Medium (5'10") Half-Elf, Neutral Good (CR 1)
Armor Class 10
Hit Points 14 (1d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 11 (+0) | 14 (+2) | 15 (+2) | 10 (+0) | 13 (+1) |
Senses Passive Perception 10
Languages Common, Elven, Orc, Auran
Attacks Melee +4 / 1d4+2, Ranged +2 / 1d4+0, Grapple +4
Possessions: Just what you see.
Malquis Qualanthri, Female Elf [Permalink]
Personal [hide]
Description: She wears well tailored gowns and hats with beautiful decoration. She is almost always dressed for an outing in high society. She is portly but not overly obese. Her red hair is cut jaggedly and amateurishly. This hazel eyed northerner is not easily forgotten.
Personality: She believes there is no problem she cannot solve with sufficient elbow grease and persistence, if it is the best or most economic solution matters not. She is cautious and jumpy. She reacts to every sound and lacks any concept of subtlety.
History: Malquis lived on a farm with her father, near the main road leading to a nearby town. She found a children's book about a Elf Expert who fought for good and justice and never realised it was just a child's story. She modeled her life after the story, seeing herself destined a hero. Lacking all sense, she decided to go on an adventure. She picked a direction and started trekking.
Motivation: She's looking for her big break; and she desires power and/or immortality
Ideals: Persistence. Flaws: Fearful. Bonds: Rich, Family, Adventurer. Occupation: Miller
Voice: Creaky witch voice
Attributes [hide]
Medium (5'2") Elf, Neutral Good (CR 1)
Armor Class 9
Hit Points 4 (1d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 8 (-1) | 6 (-2) | 13 (+1) | 13 (+1) | 10 (+0) |
Senses Passive Perception 11
Languages Common, Elven, Draconic
Attacks Melee +2 / 1d4+0, Ranged +1 / 1d4-1, Grapple +0
Possessions: 3000 cp.
Flask Wind, Female Tabaxi [Permalink]
Personal [hide]
Description: A 4'8" western woman, she has a large pastel mantle and cape that has been intricately interwoven into her violet robe. She keeps her white fur in a pixie cut. Her eyes, though not visible through her cowl, are copper.
Personality: Here is a woman who knows she is the smartest in the room. She talks down to others constantly. She believes the world needs to unite to get rid of illithids once and for all.
History: She was raised in a plains tribe. When she was little, her rather wealthy family often ventured across the plains to a summer home near a old dungeon. She would wander through that old dungeon and adventure through it for days. One day while adventuring a terrible storm took place and she was stranded inside. Her family spent the next few days looking for her, and could only assume she was dead when it came time to leave. The family never returned to the plains due to the painful memories there. Flask took refuge in the old dungeon and found the beat up ceremonial dagger and armor she uses now. She has taken up leadership of the village's small militia in response to illithids demanding more tribute than usual.
Motivation: She feels the way she acts is they only way to get by in the world; and she is unsatisfied with her job
Ideals: Impeccable. Bonds: Enemies, Nature, Job. Occupation: Sellsword
Voice: Australian accent
Attributes [hide]
Medium (4'8") Tabaxi, Lawful Neutral (CR 1)
Armor Class 13
Hit Points 6 (1d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 16 (+3) | 11 (+0) | 10 (+0) | 9 (-1) | 14 (+2) |
Senses Passive Perception 9
Languages Common
Attacks Melee +4 / 1d4+2, Ranged +5 / 1d4+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 2 |
Possessions: 40 pp. Jasper (30 gp).
Seere Anguish, Female Tiefling [Permalink]
Personal [hide]
Description: She wears a black vest with golden trim over her white shirt. Her blue leather gloves and pants are well-kept, and her black boots flare out at the collars. She carries with her a set of hand crossbows on her belt, each one with a emerald on the hilt. She has dyed her greying blue hair a little too much giving a sharp blue color. Her eyes are likewise red.
Personality: Deceptive and manipulative this northern gal figured out how to best use her charms to convince people to do what she wants. She does not mind isolation but does not hate company and attempts to receive them as best as possible.
History: Born to a pair of adventurers, Seere grew up listening to her mother's many stories. She was married off to the eldest child of a minor noble. Her spouse died of illness and she inherited everything. She is searching for what she claims is her rightful reward.
Motivation: Meet up once more with her childhood friend; and she is greedy
Ideals: Fighting, Extrovert. Bonds: Attractive, Adventurer, Rich. Occupation: Spice Merchant
Voice: Aggressive tone
Attributes [hide]
Medium (5'5") Tiefling, Neutral Good (CR 1)
Armor Class 9
Hit Points 4 (1d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 9 (-1) | 11 (+0) | 17 (+3) | 10 (+0) | 8 (-1) |
Senses Passive Perception 10
Languages Common, Dwarven, Goblin, Ignan
Attacks Melee +2 / 1d4+0, Ranged +1 / 1d4-1, Grapple +0
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 5 | 3 | 0 | 0 | 0 | 0 | 0 | 0 |
Possessions: 30 gp.
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Their contribution stands as a beacon of hope for all adventurers!