Falkrunn Brawnanvil, Female Dwarf [Permalink]
Personal [hide]
Description: She wears a large hat to cast shadows over her face and wears ponchos to better hide her body. She carries a battered hand crossbow and tarnished ceremonial dagger as well. Her black hair is greying along the sides and has receded to reveal a widow's peak. Her eyes are green and she is always smoking a pipe.
Personality: She is a sleazy, sleazy gal. She has no qualms about using her powers of suggestion to get people to do what she wants. She does suffer from mild PTSD, and the sight of illithids may trigger it at times.
History: She was born blind and as such lacked many opportunities for work. She graduated from the Naval Academy and went to see the world at the rank of Ensign. She advanced relatively quickly due to her good work ethic, understanding of the chain of command, and natural leadership ability. Days after completing her studies, news broke out that her hometown was attacked by illithids. Falkrunn was horrified and prayed that her father was alright. However, she heard that her father had died fighting off the illithids.
Motivation: She wants revenge against illithids.
Ideals: Fighting. Flaws: Disease. Bonds: Attractive, Enemies, Military. Occupation: Detective
Voice: Hollow voice
Attributes [hide]
Medium (4'1") Dwarf, Neutral Good (CR 2)
Armor Class 10
Hit Points 6 (2d4)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 11 (+0) | 11 (+0) | 12 (+1) | 10 (+0) | 9 (-1) |
Senses Passive Perception 10
Languages Common, Dwarven, Gnome
Attacks Melee +2 / 1d6+0, Ranged +2 / 1d6+0, Grapple +0
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 6 | 4 | 0 |
Possessions: 190 gp. 4 Antitoxin.
Murook Beitz, Female Half-Orc [Permalink]
Personal [hide]
Description: This tall, slender woman wears tattered old clothes. Her brown hair has been sun bleached extensively. She tend to wears goggles to shield her eyes.
Personality: She tends to agree with only herself unless someone else's opinion sounds like she can profit from it. She tries to control her temper but she can't always stop herself from what she feels what must be done. She keeps company with all sorts of races to see how they think and challenge minds foreign to her own.
History: Murook lived on a farm with her mother, near the main road leading to a nearby town. She always admired necromantic-users and wanted to develop the talent, but never had the affinity for it. She was granted necromantic powers by her dying brother.
Motivation: Regain custody of her daughter.
Ideals: Gifted, Fighting. Flaws: Ugly, Antagonistic. Bonds: Family. Occupation: Hunter
Voice: Jittery and nervous
Attributes [hide]
Medium (4'10") Half-Orc, Chaotic Good (CR 1)
Armor Class 8
Hit Points 12 (1d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 7 (-2) | 15 (+2) | 6 (-2) | 15 (+2) | 13 (+1) |
Senses Passive Perception 12
Languages Common, Orc
Attacks Melee +1 / 1d4-1, Ranged +0 / 1d4-2, Grapple -1
Possessions: 4000 cp.
Dee Warmwater, Female Halfling [Permalink]
Personal [hide]
Description: She wears a white armored body suit, with a simple green line shooting up and back down. She has a slight overbite and is overall scrawny. She has no hair. Her face is scarred and worn.
Personality: She tends to agree with only herself unless someone else's opinion sounds like she can profit from it. She tries to control her temper but she can't always stop herself from what she feels what must be done. 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: Born to a pair of adventurers, Dee grew up listening to her mother's many stories. She was an adventurer many years ago and she formed a blood bond with her Half-Orc companion (her 'brother'). Lacking all sense, she decided to go on an adventure. She picked a direction and started trekking.
Motivation: She has passion for adventuring and risk; and she's looking for her big break
Flaws: Ugly, Antagonistic. Bonds: Rich, Adventurer. Occupation: Hunter
Voice: Dutch accent
Attributes [hide]
Small (3'1") Halfling, Neutral Good (CR 1)
Armor Class 11
Hit Points 8 (1d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 10 (+0) | 11 (+0) | 15 (+2) | 11 (+0) | 15 (+2) |
Senses Passive Perception 10
Languages Common, Halfling, Infernal, Gnome
Attacks Melee +4 / 1d4+2, Ranged +2 / 1d4+0, Grapple +2
Possessions: Just what you see.
Aym Rise, Female Tiefling [Permalink]
Personal [hide]
Description: This younger middle-aged woman wears a green cloak and cross-gartered black stockings, and a wedding ring on her right hand. Her brown hair is lengthy. Her otherwise smooth face is marked with small tiny scars.
Personality: A grumpy gal she will invite people to lunch so she can critique them. Yet she still seems generally likeable, like a lovable grump. Her brief stint in the army gave her the idea she was invincible and that she is the toughest woman alive.
History: She was born in the north, but her parents moved at a very young age to the south. Through the years after Aym was born, her father became increasingly distant from her family, instead choosing to pursue power in the north. Aym's father didn't care for her much, and the feeling was mutual. After a long history of fighting, Aym and her spouse have recently divorced.
Motivation: She's repulsed by the PC; and she wants nothing more than to rejoin the army
Ideals: Philantrophist. Flaws: Antagonistic. Bonds: In love, Military, Immigrant. Occupation: Weaver
Voice: Spits and sputters
Attributes [hide]
Medium (4'9") Tiefling, Chaotic Neutral (CR 1)
Armor Class 9
Hit Points 8 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 8 (-1) | 11 (+0) | 10 (+0) | 15 (+2) | 16 (+3) |
Senses Passive Perception 12
Languages Common
Attacks Melee +2 / 1d4+0, Ranged +1 / 1d4-1, Grapple +0
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 2 |
Possessions: 80 gp.
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Their contribution stands as a beacon of hope for all adventurers!