Robert Colby, Male Human [Permalink]
Personal [hide]
Description: He wears silk and lounges about seductively. He is portly but not overly obese. He has a long red beard with little hanging trinkets. His eyes are a pleasant blue.
Personality: He believes there is no problem he cannot solve with sufficient elbow grease and persistence, if it is the best or most economic solution matters not. Animals are drawn to him, and he is able to talk to them.
History: A powerful necromancer made him what he is. When he was little, his rather wealthy family often ventured across the forest to a summer home near a old dungeon. He would wander through that old dungeon and adventure through it for days. One day while adventuring a terrible storm took place and he was stranded inside. His family spent the next few days looking for him, and could only assume he was dead when it came time to leave. The family never returned to the forest due to the painful memories there. Robert took refuge in the old dungeon and found the beat up greatsword and armor he uses now. One night he noticed a nearby shooting star which he hiked out to see where it landed. It turned out to be an ancient artifact of some kind. He has done his darndest to repair it but it is currently non-functional.
Motivation: He is compelled to act according to his religious beliefs; and he is unsatisfied with his job
Ideals: Persistence, Gifted. Bonds: Attractive, Mentor, Nature. Occupation: Bricklayer
Voice: German accent
Attributes [hide]
Medium (5'9") Human, Lawful Evil (CR 2)
Armor Class 8
Hit Points 10 (2d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 6 (-2) | 12 (+1) | 9 (-1) | 14 (+2) | 13 (+1) |
Senses Passive Perception 12
Languages Common
Attacks Melee +2 / 1d6+0, Ranged +0 / 1d6-2, Grapple +0
Possessions: 320 gp.
Skûn Blakeley, Male Half-Orc [Permalink]
Personal [hide]
Description: He is dressed in an above average manner. His hair is blonde and very short. He wears round tiny glasses practically rammed into his face.
Personality: While he acts the brute, he is far gentler than he would appear. He has a small toy that he constantly fidgets with.
History: A powerful brothel owner made him what he is. He took every job he could get his hands on, but the opportunities for Half-Orcs in the west were limited. He got away from his former life and has fallen to alcoholism.
Motivation: He desires power and/or immortality.
Ideals: Fighting. Flaws: Addict. Bonds: Attractive, Mentor, Immigrant. Occupation: Farmer
Voice: Speaks with a cold
Attributes [hide]
Medium (6'9") Half-Orc, Lawful Neutral (CR 1)
Armor Class 9
Hit Points 6 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 9 (-1) | 7 (-2) | 11 (+0) | 9 (-1) | 6 (-2) |
Senses Passive Perception 9
Languages Common, Orc
Attacks Melee +3 / 1d4+1, Ranged +1 / 1d4-1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 9 |
Possessions: Just what you see.
Nuraval Glanhig, Male Dwarf [Permalink]
Personal [hide]
Description: The dark-skinned man stands 4'1" and wears baggy grey pantaloons and a black scarf. His black hair is singed and shortened. He has a tattooed face.
Personality: He is overprotective of those who hire his services. He is stubborn though. He always likes to keep a trick up his sleeve. He likes to fight dirty and will kick and punch below the belt if he feels he even has a chance of losing.
History: Born to a pair of adventurers, Nuraval grew up listening to his mother's many stories. In his 16th year, while out on a day-trip, he returned to find his hometown burning and destroyed. He found his mother impaled in their home, and his father 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 is searching for what he claims is his rightful reward.
Motivation: He has comitted a past crime that haunts him to this day; and he is a bit of a kleptomaniac
Flaws: Ugly, Fearful. Bonds: Guardian, Criminal record, Adventurer. Occupation: Ruler
Voice: Prounounces S like Z
Attributes [hide]
Medium (4'1") Dwarf, Chaotic Evil (CR 1)
Armor Class 8
Hit Points 8 (1d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 7 (-2) | 11 (+0) | 13 (+1) | 12 (+1) | 6 (-2) |
Senses Passive Perception 13
Languages Common, Dwarven, Celestial
Attacks Melee +3 / 1d4+1, Ranged +0 / 1d4-2, Grapple +1
Possessions: 120 gp. Large well-done wool tapestry (200 gp).
Gardain Orcfoe, Male Dwarf [Permalink]
Personal [hide]
Description: A man with a cold, calculating air about him, he likes to wear ponchos typically of a light brown in addition to tight pants. His red hair is well kept and his bushy mustache is tapered upwards at the ends. He has a tattooed face.
Personality: He is fixated on the number 22. He counts his steps and bites of food to keep in track with it. He seems to be used to being ignored and not questioned about it. He is often prim and proper but will on occasion tell either really disgusting or offensive jokes, which seem out of character.
History: A powerful necromancer made him what he is. He found a children's book about a Dwarf Adept who fought for good and justice and never realised it was just a child's story. He modeled his life after the story, seeing himself destined a hero. He is untrained/undisciplined, which makes him dangerous.
Motivation: To reunite with his old friends.
Ideals: Joker. Flaws: Insane. Bonds: Mentor, Adventurer. Occupation: Dilettante
Voice: pre-pubescent
Attributes [hide]
Medium (4'4") Dwarf, Chaotic Good (CR 2)
Armor Class 12
Hit Points 13 (2d6)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 14 (+2) | 12 (+1) | 5 (-3) | 13 (+1) | 9 (-1) |
Senses Passive Perception 11
Languages Common, Dwarven
Attacks Melee +2 / 1d6+0, Ranged +4 / 1d6+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 3 | 1 | 0 | 0 |
Possessions: 800 sp.
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