Gimurt Fallack, Male Dwarf [Permalink]
Personal [hide]
Description: 4'5" and muscular, this southern man dresses in grey turtlenecks beneath a black coat with white slacks. His black hair is well kept and his bushy mustache is tapered upwards at the ends. His voice is smooth and creepy, always level, but somehow just slightly unnerving.
Personality: He's a bit of a prankster. He knows he is clumsy and seen as such and will often feign amnesia after injury. He feeds upon the attention of others.
History: He was always a brilliant, if unscrupulous mind. He dropped out of school before completing his studies. In his journeys he found a malevolent artifact. He wishes to return this artifact and its corrupting influence back to where it came.
Motivation: He is not mentally stable, and does not behave rationally.
Ideals: Athletic, Joker, Logical. Flaws: Insane. Bonds: Attractive. Occupation: Actor
Voice: Squeaky
Attributes [hide]
Medium (4'5") Dwarf, Lawful Good (CR 1)
Armor Class 10
Hit Points 8 (1d6)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 10 (+0) | 15 (+2) | 10 (+0) | 10 (+0) | 5 (-3) |
Senses Passive Perception 10
Languages Common, Dwarven
Attacks Melee +4 / 1d4+2, Ranged +2 / 1d4+0, Grapple +2
Possessions: 200 sp.
Shedinn Vangdondalor, Male Dragonborn [Permalink]
Personal [hide]
Description: A 6'6" eastern man, he is wearing colorful clothing, dressed as a Fortune-teller. His crest is green and curly. He wears an eyepatch.
Personality: Shedinn hangs on like a leech to those who appreciate him. It was this clingy personality that held back his painting career. He has a small toy that he constantly fidgets with.
History: Sold as a small child to a wizard, Shedinn was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. His parents enrolled him in a Ranger school at a young age so that he could practice his arcane talents. He was granted arcane powers by his dying sister.
Motivation: He is currently in port desperately looking for someone to get him out; and a need for knowledge about a nearby landmark
Ideals: Artistic, Gifted. Flaws: Ugly, Addict. Bonds: Mentor, Slave. Occupation: Fortune-teller
Voice: Rhymes sentences (sorry)
Attributes [hide]
Medium (6'6") Dragonborn, Neutral Evil (CR 2)
Armor Class 10
Hit Points 10 (2d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 10 (+0) | 7 (-2) | 10 (+0) | 3 (-4) | 14 (+2) |
Senses Passive Perception 6
Languages Common
Attacks Melee +4 / 1d6+2, Ranged +2 / 1d6+0, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 6 |
Possessions: 1100 sp. Alexandrite (400 gp). Fiery yellow corundum (400 gp). Aquamarine (400 gp). 1 Masterwork Musical instrument.
Drogo Harper, Male Human [Permalink]
Personal [hide]
Description: The dark-skinned man stands 5'3" and wears a grey vest and prefers green and tan shirts. His boots appear to have been at one point steel toed but are quite worn down. His black hair is smooth and relatively long. His face is covered beneath a completely black helmet.
Personality: He can speak with the recently deceased. He does not mind isolation but does not hate company and attempts to receive them as best as possible.
History: Drogo lived on a farm with his mother, near the main road leading to a nearby town. Ostracized due to the divine powers of his oldest sister, he and his siblings struck out on their own. In the process these unassuming Humans became a terror of the countryside. When his spouse passed he lost his only source of income but claims to his daughters to still be retired.
Motivation: Find a way to reverse the transformation of his sister.
Ideals: Gifted, Extrovert. Flaws: Ugly. Bonds: Family. Occupation: Priest
Voice: Jittery and nervous
Attributes [hide]
Medium (5'3") Human, Lawful Evil (CR 1)
Armor Class 11
Hit Points 3 (1d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 12 (+1) | 9 (-1) | 10 (+0) | 7 (-2) | 15 (+2) |
Senses Passive Perception 8
Languages Common
Attacks Melee +2 / 1d4+0, Ranged +3 / 1d4+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 3 |
Possessions: 120 gp. Red garnet (90 gp).
Fargrim Deepdelver, Male Dwarf [Permalink]
Personal [hide]
Description: Relatively heavier built than your average man, he is not imposing. He wears a simple grey robe with brown stripes complete with hood. His Stetson hat is riddled with cuts and holes. He tend to wears goggles to shield his eyes.
Personality: He is happy with his job as a Brewer. He turns his eye from what people do, preferring to live and let live. He does not believe in violence as a means to an end. He is a dedicated Brewer but believes his peers are too gung-ho.
History: His mother raised him in a mountain cabin. He was a friend to animals and a trickster. In his defense of animals however he would do severe harm to people. He guards a vault combo very seriously as well as the key needed to open it.
Motivation: He is unsatisfied with his job.
Ideals: Pacifist. Flaws: Ugly, Secretive. Bonds: Job, Nature. Occupation: Brewer
Voice: Low and grunting
Attributes [hide]
Medium (4'4") Dwarf, Lawful Evil (CR 1)
Armor Class 12
Hit Points 11 (1d10)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 14 (+2) | 12 (+1) | 12 (+1) | 13 (+1) | 8 (-1) |
Senses Passive Perception 11
Languages Common, Dwarven, Draconic
Attacks Melee +3 / 1d4+1, Ranged +4 / 1d4+2, Grapple +2
Possessions: 10 pp. 1 Masterwork Common Ranged Weapon.
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