Keyleth Ofandrus, Female Elf [Permalink]
Personal [hide]
Description: She is a woman of bearing and well nourished. She prefers to wear flannel. Her tied-back hair is black. She has a tattooed face.
Personality: She barks her statements quickly and with little fuss. She prefers small words and is at her heart utilitarian. She will often invite strangers home for dinner and talk their ears off. She cares deeply for her spouse and does her best to make sure her guests look presentable.
History: She was born in the south. While she appears to be a normal Elf, she's... not quite right. Perhaps she's slightly insane, or otherwise so mentally alien to the rest of the world that she plain doesn't fit in. Since then, she has sought to make the best of life.
Motivation: Wants to have a good time and be beloved; and she is not mentally stable, and does not behave rationally
Ideals: Optimist. Flaws: Terse, Insane. Bonds: In love, Immigrant. Occupation: Sculptor
Voice: Draws out vowels
Attributes [hide]
Medium (4'8") Elf, Lawful Neutral (CR 1)
Armor Class 9
Hit Points 2 (1d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
3 (-4) | 9 (-1) | 7 (-2) | 10 (+0) | 14 (+2) | 10 (+0) |
Senses Passive Perception 12
Languages Common, Elven
Attacks Melee -2 / 1d4-4, Ranged +1 / 1d4-1, Grapple -1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 5 |
Possessions: 100 sp.
Mary Garfield, Female Human [Permalink]
Personal [hide]
Description: Standing 4'10", this woman wears a fine chain shirt which she covers with grey colored cloaks and clothing. Her brown hair is styled in orderly dreadlocks. Her eyes are likewise brown. Her teeth are white and perfect.
Personality: While she acts the brute, she is far gentler than she would appear. A true patriot, Mary would do anything for her country. She is fiercely protective of her fellow citizens and foreign allies.
History: Born the oldest of a large religious southern family, she was no stranger to responsibility. She moved out north to avoid the crime she committed. Being a Marshal kept her interest for a while, but then she became depressed and bored. So she turned to a secret life of crime, taking increasingly more risks and challenges.
Motivation: To fight the greatest warriors and to fight in the greatest battles ever; and she is a bit of a kleptomaniac
Ideals: Fighting. Bonds: Attractive, Military, Religious, Criminal record. Occupation: Marshal
Voice: Puts emphasis on the wrong words
Attributes [hide]
Medium (4'10") Human, Chaotic Evil (CR 1)
Armor Class 8
Hit Points 5 (1d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
6 (-2) | 6 (-2) | 9 (-1) | 7 (-2) | 13 (+1) | 4 (-3) |
Senses Passive Perception 11
Languages Common
Attacks Melee +0 / 1d4-2, Ranged +0 / 1d4-2, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 8 |
Possessions: 160 gp.
Merihim Harmony, Male Tiefling [Permalink]
Personal [hide]
Description: A plain young-adult man, he wears professional attire. His white hair is knotted and matted. His skin is flawless and his gold eyes scan people very quickly.
Personality: He is almost excessively polite to everyone, even when angry. He spends most of his days drinking in the Inn, the rowdiest and most dangerous establishment in town. There he gambles, wrestles and listens to stories told by travelers.
History: He was born blind and as such lacked many opportunities for work. When he came of age, he joined a caravan that would eventually take him to the capital. He would practice along the way and, when he arrived, be apprenticed to a Stableman. During his travels, Merihim and his party rested in a cavern that was (unknown to them) infused with powerful dark magic. Upon awakening, Merihim discovered the rest of his party dead, transformed into horrible, mindless undead versions of their former selves. Merihim fled the cavern, stopping for breath at a small pool, and only then realizing his own horrible transformation.
Motivation: He wants to meet his childhood hero; and further expansion of business
Flaws: Shy, Disease. Bonds: Attractive, Adventurer, Job. Occupation: Stableman
Voice: Tuts and clicks tongue
Attributes [hide]
Medium (5'1") Tiefling, Chaotic Evil (CR 1)
Armor Class 9
Hit Points 10 (1d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 9 (-1) | 11 (+0) | 8 (-1) | 8 (-1) | 17 (+3) |
Senses Passive Perception 9
Languages Common
Attacks Melee +2 / 1d4+0, Ranged +1 / 1d4-1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 9 |
Possessions: 80 gp.
Tûhorn Stansfield, Male Half-Orc [Permalink]
Personal [hide]
Description: He usually wears his black robe and has his falchion always slung over his shoulder. He is physically well-built. He has moderate length chestnut hair. He has gleaming, smiling amber eyes.
Personality: Overbrimming with self-confidence, Tûhorn isn't afraid of most anything. He has a strong dislike to people who do not believe in Half-Orc unity. He believes the world needs to unite to get rid of goblins once and for all.
History: Tûhorn lived on a farm with his father, near the main road leading to a nearby town. His first spouse was a Assassin, they had one daughter, but his spouse won total custody. Without his spouse to temper him he grew out of control. He now mingles about in high society.
Motivation: He wants random interesting trinkets and junk, hates to throw anything away; and he doesn't get along with people that don't share his tastes
Ideals: Impeccable. Flaws: Greedy. Bonds: Enemies, Family, Rich. Occupation: Mercenary
Voice: Jamaican accent
Attributes [hide]
Medium (5'8") Half-Orc, Chaotic Good (CR 1)
Armor Class 12
Hit Points 7 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 15 (+2) | 9 (-1) | 7 (-2) | 13 (+1) | 2 (-4) |
Senses Passive Perception 11
Languages Common, Orc
Attacks Melee +4 / 1d4+2, Ranged +4 / 1d4+2, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 3 | 1 | 0 | 0 |
Possessions: 120 gp. Azurite (15 gp).
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Their contribution stands as a beacon of hope for all adventurers!