Silvo Greenbottle, Male Halfling [Permalink]
Personal [hide]
Description: An imposing man with a heavy stainless steel prosthetic left hand, he wears a white armored body suit, with a simple tan line shooting up and back down. His black hair is heavily combed to the left. His eyes are violet and catlike.
Personality: He is a pretentious jerk insisting that modern society is full of problems and should revert to a simpler time. On top of that he is swayed by a pretty face, and while loyalty to his employer will always come first he doesn't like to hit women.
History: He was born in a small mountains village. From there he went from mercenary job to mercenary job. 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 would like to get married and retire.
Flaws: Antagonistic. Bonds: Has a crush, Adventurer. Occupation: Seamstress
Voice: Spits words with contempt
Attributes [hide]
Small (2'10") Halfling, Neutral Good (CR 1)
Armor Class 14
Hit Points 6 (1d6)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 17 (+3) | 11 (+0) | 15 (+2) | 12 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common, Halfling, Druidic, Aquan
Attacks Melee +2 / 1d4+0, Ranged +5 / 1d4+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 2 | 0 | 0 | 0 | 0 | 0 |
Possessions: 20 gp.
Ermina Beitz, Female Human [Permalink]
Personal [hide]
Description: This woman is bundled in multiple layers and is prepared for a desert trek wearing a turban that covers her face most of the time, and sports empty pouches on her belt. She has a long silver ponytail with little hanging trinkets. She was beautiful and young once, which still shows through her age, but it is a faded beauty.
Personality: She has schizophrenia that causes her to hear things that aren't there and will sometimes respond to them. She is obsessed with finding treasure.
History: She was raised in a plains tribe. Ermina was a troubled youth. She spent her days as a hard laborer instead of attending school, and spent her evenings with numerous mobsters and gang members. Ermina decided she wanted neither the life of her mother nor that of the evil petty criminals she associated with. During her early adolescence, she took a sudden opportunity while working the docks and commandeered a vessel that was left unmanned. She has became unsatisfied with her lot in life, and decided to take up adventuring.
Motivation: Obtaining odd cultural Dwarven artifacts is her passion; and she is a bit of a kleptomaniac
Flaws: Disease. Bonds: Attractive, Adventurer, Nature, Criminal record. Occupation: Armorer
Voice: Scratchy, weak
Attributes [hide]
Medium (5'2") Human, Chaotic Evil (CR 2)
Armor Class 12
Hit Points 11 (2d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
6 (-2) | 14 (+2) | 10 (+0) | 10 (+0) | 16 (+3) | 8 (-1) |
Senses Passive Perception 13
Languages Common
Attacks Melee +0 / 1d6-2, Ranged +4 / 1d6+2, Grapple +5
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 0 | 0 | 0 | 0 | 0 |
Possessions: Just what you see.
Kristryd Thrahak, Female Dwarf [Permalink]
Personal [hide]
Description: A middle-aged woman, she wears a brown cloak and cross-gartered black stockings, and is pretty ugly. She sports a flattop hair cut. She has several tiny jet earrings on each ear.
Personality: She is a very philanthropic person; she spends her free time working at various soup kitchens. She is however nostalgic and wants to reunite with her old comrades. She has some compunction and patriotism and will work for the government before all other clients.
History: She was born to a pair of big game hunters, but was frequently ill as a child. A freak accident while working with her Dyer mother left her crippled. She used her abilities to travel the world and help people.
Motivation: To reunite with her old friends; and she wants to meet her childhood hero
Ideals: Philantrophist. Flaws: Ugly, Disease. Bonds: Rich, Adventurer. Occupation: Barber
Voice: Speaks like tongue is numb
Attributes [hide]
Medium (3'11") Dwarf, Neutral Good (CR 1)
Armor Class 11
Hit Points 10 (1d10)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 12 (+1) | 11 (+0) | 7 (-2) | 12 (+1) | 7 (-2) |
Senses Passive Perception 11
Languages Common, Dwarven
Attacks Melee +3 / 1d4+1, Ranged +3 / 1d4+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 0 | 0 | 0 |
Possessions: 110 gp.
Cockaby Garrick, Male Gnome [Permalink]
Personal [hide]
Description: An imposing man with a heavy stainless steel prosthetic right hand, he does not wear sleeves and tends to eschew shirts when he can avoid it. He has done his best to style his silver hair to look like a famous performer. His face possesses mild wrinkles. His smile is extraordinarily sincere though he does not smile often.
Personality: He snorts whenever he laughs or is feeling confident. He lacks restraint and is impulsive. He jumps in and acts without thinking all too often.
History: Cockaby was raised in a hard working conservative environment. Through the years after Cockaby was born, his father became increasingly distant from his family, instead choosing to pursue power in the north. Cockaby's father didn't care for him much, and the feeling was mutual. He has achieved small success as a Locksmith.
Motivation: He has a crush on the local Butcher; and he's repulsed by the pc
Flaws: Impulsive, Antagonistic. Bonds: Job, Has a crush. Occupation: Locksmith
Voice: Scottish accent
Attributes [hide]
Small (3'2") Gnome, Lawful Evil (CR 1)
Armor Class 12
Hit Points 12 (1d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 12 (+1) | 18 (+4) | 14 (+2) | 15 (+2) | 11 (+0) |
Senses Passive Perception 14
Languages Common, Gnome, Orc, Sylvan
Attacks Melee +2 / 1d4+0, Ranged +3 / 1d4+1, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 2 | 1 | 0 | 0 | 0 |
Possessions: 50 gp. 1 Masterwork manacles.
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Their contribution stands as a beacon of hope for all adventurers!
