Osco Jamjar, Male Halfling [Permalink]
Personal [hide]
Description: He is wearing a long, white cloak. His attire stands in sharp contrast to his greataxe, which is beautifully polished and possesses an ornate carving of a dagger on it. He keeps his black hair in a flapper bob. He wears round tiny glasses practically rammed into his face.
Personality: He swings through moods quickly. One moment he is cool and collected, the next he is carried away by passions. He is terrible with names forgetting people's names several times before they finally stick; this causes him no end of embarrassment.
History: He was born several months after his mother was called into army service. He graduated from the Naval Academy and went to see the world at the rank of Ensign. He advanced relatively quickly due to his good work ethic, understanding of the chain of command, and natural leadership ability. He has made many enemies by not giving into corruption and outing many instances of it.
Motivation: He wants nothing more than to rejoin the army; and he has passion for adventuring and risk
Ideals: Passionate, Justice. Flaws: Forgetful. Bonds: Military, Adventurer. Occupation: Carter
Voice: Sighs a lot, exhausted
Attributes [hide]
Small (2'11") Halfling, Neutral Good (CR 3)
Armor Class 11
Hit Points 17 (3d12)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 10 (+0) | 8 (-1) | 14 (+2) | 7 (-2) | 12 (+1) |
Senses Passive Perception 8
Languages Common, Halfling, Goblin, Undercommon
Attacks Melee +1 / 1d8-1, Ranged +2 / 1d8+0, Grapple +0
Possessions: 16000 cp.
Varis Firahel, Male Half-Elf [Permalink]
Personal [hide]
Description: A man with a calm yet intense air about him, he very much looks the part of a Fisher. His white hair is lengthy. He is baby faced.
Personality: He is curt in most of his responses. He prefers to keep his word usage to a minimum to avoid giving away unnecessary information. He is skeptical of what others tell him and is slow to trust.
History: He was born to a pair of big game hunters, but was frequently ill as a child. In his 20th year, while out on a day-trip, he returned to find his hometown burning and destroyed. He found his father impaled in their home, and his mother beheaded. He saw the man who walked out, and charged him in a blind rage. The man easily evaded and defeated him, leaving him to live broken and terrified. He remains aloof and afraid to be himself due to all the ideals others have placed upon him.
Motivation: He made a deal with a demon which lead to his current lot in life, and he's becoming increasingly nervous about it; and he is unsatisfied with his job
Flaws: Shy, Disease, Fearful. Bonds: Job, Debt. Occupation: Fisher
Voice: Loud with bravado
Attributes [hide]
Medium (5'10") Half-Elf, Neutral Good (CR 1)
Armor Class 11
Hit Points 8 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
7 (-2) | 12 (+1) | 10 (+0) | 12 (+1) | 8 (-1) | 8 (-1) |
Senses Passive Perception 9
Languages Common, Elven, Druidic
Attacks Melee +0 / 1d4-2, Ranged +3 / 1d4+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 9 |
Possessions: 80 gp. Solid gold idol (200 gp).
Nutae Callan, Male Half-Elf [Permalink]
Personal [hide]
Description: A man with a cold, calculating air about him, he wears light armors faded through time and improper care. His brown hair is still thick. He is baby faced.
Personality: He considers himself the protector of his home. He feels this is his duty and calling. He feeds upon the attention of others.
History: Sold as a small child to a necromancer, Nutae was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. Nutae was a troubled youth. He spent his days as a hard laborer instead of attending school, and spent his evenings with numerous mobsters and gang members. Nutae decided he wanted neither the life of his father nor that of the evil petty criminals he associated with. During his early adolescence, he took a sudden opportunity while working the docks and commandeered a vessel that was left unmanned. He used his abilities to trick people and travel the world for free.
Motivation: He feels that his past leaves him morally obligated to help.
Bonds: Guardian, Attractive, Mentor, Criminal record. Occupation: Body Guard
Voice: Spanish accent
Attributes [hide]
Medium (5'4") Half-Elf, True Neutral (CR 2)
Armor Class 10
Hit Points 17 (2d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 10 (+0) | 12 (+1) | 8 (-1) | 12 (+1) | 7 (-2) |
Senses Passive Perception 11
Languages Common, Elven
Attacks Melee +1 / 1d6-1, Ranged +2 / 1d6+0, Grapple +0
Possessions: 230 gp.
Dynamic In the Wind, Male Tabaxi [Permalink]
Personal [hide]
Description: He is a mite stocky and dresses well, typically a more casual-formal manner. He has yellow fur. His eyes are a pleasant copper.
Personality: A deeply religious man he believes everything happens for a reason. More though he will beg to come along on any journeys. He will attempt to stowaway on any ship he can in the hopes that it will get him further away.
History: Born in the south his family was never financially stable. His mother was a soldier and died while he was still young. Dynamic was left his mother's suit of armor and trained in its use and care. He was betrayed by a partner and left for dead, teaching him a humbling lesson in trusting others.
Motivation: He is compelled to act according to his religious beliefs; and he has a rivalry with the church that dominates his actions
Bonds: Attractive, Religious, Slave, Poor, Military. Occupation: Sculptor
Voice: Speaks fast with a slight lisp
Attributes [hide]
Medium (6'7") Tabaxi, Chaotic Good (CR 2)
Armor Class 13
Hit Points 6 (2d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 16 (+3) | 8 (-1) | 11 (+0) | 9 (-1) | 15 (+2) |
Senses Passive Perception 9
Languages Common
Attacks Melee +1 / 1d6-1, Ranged +5 / 1d6+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 4 | 2 |
Possessions: 3 Antitoxin.
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Their contribution stands as a beacon of hope for all adventurers!