Vicky Hardy, Female Half-Elf [Permalink]
Personal [hide]
Description: She wears suspenders and yellow workpants. Her shirt is white, and she wears a heavy yellow leather apron most of the time. Her red hair has been sun bleached extensively. Her eyes are a pleasant brown.
Personality: She is very quiet and rarely speaks above a whisper. She has the money to obtain near anything and knows that if you pay a woman enough she will sell her own mother. Money is her most trusted friend.
History: She was raised happily, as a normal child born to her father and mother. Her father taught her the rudiments of the Bricklayer arts, while her mother instructed her in etiquette, music and courtly manner. When she was little, her rather wealthy family often ventured across the desert 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 desert due to the painful memories there. Vicky took refuge in the old dungeon and found the beat up lance and armor she uses now. She routinely visits covens of witches but complains that many are fraudulent and lack true knowledge of magic.
Motivation: To reunite with her old friends; and money/treasure
Ideals: Logical. Flaws: Shy. Bonds: Rich, Nature, Adventurer. Occupation: Bricklayer
Voice: Low and grunting
Attributes [hide]
Medium (5'6") Half-Elf, Chaotic Good (CR 1)
Armor Class 11
Hit Points 7 (1d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 12 (+1) | 13 (+1) | 5 (-3) | 11 (+0) | 13 (+1) |
Senses Passive Perception 10
Languages Common, Elven
Attacks Melee +2 / 1d4+0, Ranged +3 / 1d4+1, Grapple +1
Possessions: 5000 cp.
Osco Wiseacre, Male Halfling [Permalink]
Personal [hide]
Description: He is a pot bellied northern man with a big hulking figure and broad shoulders. He wears a simple red robe with white stripes complete with hood. His black hair is thinning but still full. His gray eyes are slightly larger than normal.
Personality: He is shy and timid. He has not had much interaction with people and is skittish around them. As he has aged he has sought to do reparations for his actions as a youth. He is also making sure that his compatriots who never received punishment for their crimes are brought to justice.
History: He was born to a pair of big game hunters, but was frequently ill as a child. He became part of the deadliest team of assassins in recent memory. A botched job caused the group to be disbanded. He would ruin relationships and cause injury. He was reprimanded several times before being given his current form and forced to learn humility.
Motivation: He has decided he is irredeemable.
Ideals: Athletic, Justice. Flaws: Shy, Disease. Bonds: Criminal record. Occupation: Gardener
Voice: Hard of hearing, loud
Attributes [hide]
Small (3'1") Halfling, Lawful Evil (CR 1)
Armor Class 15
Hit Points 5 (1d6)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 18 (+4) | 9 (-1) | 16 (+3) | 12 (+1) | 11 (+0) |
Senses Passive Perception 11
Languages Common, Halfling, Goblin, Ignan, Dwarven
Attacks Melee +3 / 1d4+1, Ranged +6 / 1d4+4, Grapple +4
Possessions: 80 gp. Brass mug with jade inlays (200 gp).
Anselm Xiloscient, Male Half-Elf [Permalink]
Personal [hide]
Description: He wears a worn and beaten armor. His long chestnut hair reaches down to his waist. He wears crescent spectacles with a black brim.
Personality: He speaks before he thinks and is too direct. He does not regard money as being a problem because it has never been a problem for him. He lives in a bit of an ivory tower believing all problems are one quick intervention away from being solved.
History: He was born to a wealthy landowner in a frontier town, living a normal and happy childhood. His mother disappeared, and while he tried to raise money to find his mother, he was betrayed dozens of times. He has built up a small fortune and can afford his own way.
Motivation: To unite with his sister; and he has a rivalry with the church that dominates his actions
Flaws: Impulsive. Bonds: Rich, Family, Religious. Occupation: Map Maker
Voice: Sensual and smooth
Attributes [hide]
Medium (5'4") Half-Elf, Neutral Good (CR 2)
Armor Class 11
Hit Points 15 (2d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 13 (+1) | 12 (+1) | 8 (-1) | 8 (-1) | 8 (-1) |
Senses Passive Perception 9
Languages Common, Elven
Attacks Melee +1 / 1d6-1, Ranged +3 / 1d6+1, Grapple +1
Possessions: 1 Masterwork Common Ranged Weapon.
Ahrim Sadness, Male Tiefling [Permalink]
Personal [hide]
Description: This man wears black leather gloves, a black jacket, and tight pants. He has a penchant for wearing a ring with an oversized topaz on his right hand. His long white hair is drawn into a two foot long braid. He wears round tiny glasses practically rammed into his face.
Personality: He barks his statements quickly and with little fuss. He prefers small words and is at his heart utilitarian. He also has developed a complete distrust of the Locksmith profession.
History: Born in a small village he learned the ways of the warrior from his father. He was taken from his home at a very young age. He struck the Scribe job and began his own company from there.
Motivation: He has money and likes to spend it; and further expansion of business
Ideals: Fighting. Flaws: Terse. Bonds: Rich, Job, Slave. Occupation: Scribe
Voice: Squeaky
Attributes [hide]
Medium (5'5") Tiefling, Neutral Evil (CR 1)
Armor Class 11
Hit Points 8 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 12 (+1) | 10 (+0) | 12 (+1) | 15 (+2) | 9 (-1) |
Senses Passive Perception 12
Languages Common, Druidic
Attacks Melee +2 / 1d4+0, Ranged +3 / 1d4+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 3 | 1 | 0 | 0 | 0 | 0 |
Possessions: Just what you see.
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Their contribution stands as a beacon of hope for all adventurers!
