Maynild Barton, Female Human [Permalink]
Personal [hide]
Description: She appears as an extremely gaunt Human, and stands approximately 5'11". She wears light armors faded through time and improper care, and her gloved hand is found clutching a glaive. Her chestnut hair is still thick. She has a tattooed face.
Personality: She resents people who mock her appearance or her, so she has learned to be the meanest son of a gun. She does not regard money as being a problem because it has never been a problem for her. She lives in a bit of an ivory tower believing all problems are one quick intervention away from being solved.
History: The child of western immigrants she idolized her father. She took every job she could get her hands on, but the opportunities for Humans in the west were limited. She knows her nephew is from a royal line that had remained secret for centuries, but promised not to tell anyone. So far, no-one knows but her.
Motivation: To be a Mayor again; and wants to open a new tavern
Flaws: Ugly. Bonds: Rich, Immigrant, Job. Occupation: Painter
Voice: Switch between two voices
Attributes [hide]
Medium (5'11") Human, Chaotic Evil (CR 2)
Armor Class 11
Hit Points 10 (2d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 12 (+1) | 13 (+1) | 15 (+2) | 11 (+0) | 11 (+0) |
Senses Passive Perception 10
Languages Common, Infernal, Ignan
Attacks Melee +2 / 1d6+0, Ranged +3 / 1d6+1, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 4 | 2 | 0 | 0 | 0 | 0 |
Possessions: 60 gp. 1 Half-Plate.
Meriele Durkin, Female Half-Elf [Permalink]
Personal [hide]
Description: She is of a modest build and height, but she carries herself more imposing than she is. She wears a yellow tunic with violet highlights, and long black pants that bunch up around her shoes. She keeps her chestnut hair in a flapper bob. She has several tiny opal earrings on each ear.
Personality: She trusts no one. She is not readily capable for forgiveness and her ire never leaves her. She enjoys reading and quiet.
History: She was born to a wealthy landowner in a frontier town, living a normal and happy childhood. She took every job she could get her hands on, but the opportunities for Half-Elves in the south were limited. Lacking all sense, she decided to go on an adventure. She picked a direction and started trekking.
Motivation: To get a good night's sleep; and obtaining odd cultural tiefling artifacts is her passion
Ideals: Logical. Flaws: Antagonistic, Insomniac. Bonds: Rich, Immigrant, Adventurer. Occupation: Detective
Voice: Adds syll-ab-les for em-pha-sis
Attributes [hide]
Medium (4'11") Half-Elf, True Neutral (CR 1)
Armor Class 6
Hit Points 9 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 3 (-4) | 13 (+1) | 14 (+2) | 14 (+2) | 8 (-1) |
Senses Passive Perception 14
Languages Common, Elven, Undercommon, Halfling
Attacks Melee +1 / 1d4-1, Ranged -2 / 1d4-4, Grapple -1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 0 | 0 | 0 | 0 | 0 |
Possessions: Just what you see.
Oren Gracey, Male Half-Orc [Permalink]
Personal [hide]
Description: He wears white leather gloves, a white jacket, and tight pants. He carries with him a set of greatswords on his belt, each one with a ruby on the hilt. His red hair is matted, messy, and big. His ears are large.
Personality: He will rave to anyone who will listen. He is a ruthless business man, a trait he acquired from his father.
History: Oren lived on a farm with his father, near the main road leading to a nearby town. While he appears to be a normal Half-Orc, he's... not quite right. Perhaps he's slightly insane, or otherwise so mentally alien to the rest of the world that he plain doesn't fit in. He has been a successful dealer in antiques buying low and selling high.
Motivation: To unite with his sister; and regain custody of his daughter
Ideals: Fighting, Entrepeneur. Flaws: Ugly, Insane. Bonds: Family. Occupation: Navigator
Voice: Tuts and clicks tongue
Attributes [hide]
Medium (6'6") Half-Orc, Chaotic Evil (CR 2)
Armor Class 14
Hit Points 22 (2d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 18 (+4) | 12 (+1) | 12 (+1) | 7 (-2) | 1 (-5) |
Senses Passive Perception 8
Languages Common, Orc, Draconic
Attacks Melee +5 / 1d6+3, Ranged +6 / 1d6+4, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 8 |
Possessions: 90 pp. 1 Half-Plate.
Claira Koehlanna, Female Elf [Permalink]
Personal [hide]
Description: She wears a blue shirt, with a brown mid length skirt with brown tights and flats, usually wearing a coat over them. She has a slight overbite and is overall scrawny. She wears her blonde hair up. Her fair skin shows little sign of her aristocratic breeding.
Personality: Claira wants to be seen as a stoic, levelheaded, noble Fighter, so she tries to act the part. She does a good job, for the most part... She does not believe in violence as a means to an end. She is a dedicated Healer but believes her peers are too gung-ho.
History: She was raised by priests from a young age. Since her mother passed away years ago, her father had doted on her, and she came to think her herself as special and better than other people in town. A notion that was reinforced by her attractiveness, a trait in which she easily excels the other women of her town. She tends to her Healer job now, and dutifully fulfills any obligations she has.
Motivation: Her religion dominates her actions; and she possesses a valuable artifact that the thieves guild wishes to steal
Ideals: Disciplined, Pacifist. Bonds: Attractive, Religious, Mentor. Occupation: Healer
Voice: Puts emphasis on the wrong words
Attributes [hide]
Medium (4'8") Elf, Neutral Good (CR 2)
Armor Class 10
Hit Points 22 (2d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 11 (+0) | 12 (+1) | 9 (-1) | 12 (+1) | 10 (+0) |
Senses Passive Perception 13
Languages Common, Elven
Attacks Melee +2 / 1d6+0, Ranged +2 / 1d6+0, Grapple +3
Possessions: 230 gp. Red garnet (50 gp). Hematite (15 gp). Jet (50 gp).
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Their contribution stands as a beacon of hope for all adventurers!
