Ownka Cotton, Female Half-Orc [Permalink]
Personal [hide]
Description: A woman with a friendly, welcoming air about her, she wears light armors faded through time and improper care. She wears a colorful flower in her chestnut hair. She has a very pronounced jaw and large eyebrows. She wears rectangular glasses with silver brims.
Personality: She will use flattery and sarcasm to attack and weaken her opponents. Despite her formidable combat skills she remains a coward. Her actions favor neither the good nor the evil, as she answers to a power that mortal women fail to acknowledge.
History: Raised by wardens she was only a novice when orcs swooped upon their monastery and killed most of the order. At a young age her father died while driving off some orcs. Her mother being the stubborn sort decided to stay and helped train her in falchion use. She has taken up leadership of the village's small militia in response to orcs demanding more tribute than usual.
Motivation: Many orcs want her driven away; and her name or reputation has been wronged in the past by orcs, and she desires to right it
Ideals: Fighting. Bonds: Attractive, Religious, Enemies. Occupation: Marshal
Voice: Farmer accent
Attributes [hide]
Medium (5'10") Half-Orc, Chaotic Good (CR 1)
Armor Class 11
Hit Points 12 (1d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 12 (+1) | 10 (+0) | 8 (-1) | 12 (+1) | 10 (+0) |
Senses Passive Perception 11
Languages Common, Orc
Attacks Melee +3 / 1d4+1, Ranged +3 / 1d4+1, Grapple +1
Possessions: 60 gp. Brown-green garnet (70 gp).
Boddynock Folkor, Male Gnome [Permalink]
Personal [hide]
Description: He is a mite stocky and wears light armors faded through time and improper care. His chestnut hair is lengthy. He has gleaming, smiling blue eyes.
Personality: He is a jovial happy person, but he is convinced people are living their lives too quickly. He does not believe in violence as a means to an end. He is a dedicated Interpreter but believes his peers are too gung-ho.
History: He was born the only child of a wealthy merchant. He took every job he could get his hands on, but the opportunities for Gnomes in the west were limited. He moves from town to town, unable to find a place to settle.
Motivation: Retire the richest man in the west.
Ideals: Optimist, Pacifist, Entrepeneur. Bonds: Immigrant. Occupation: Interpreter
Voice: Laughs frequently while speaking
Attributes [hide]
Small (3'2") Gnome, True Neutral (CR 1)
Armor Class 12
Hit Points 6 (1d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 12 (+1) | 7 (-2) | 12 (+1) | 9 (-1) | 15 (+2) |
Senses Passive Perception 9
Languages Common, Gnome, Abyssal
Attacks Melee +2 / 1d4+0, Ranged +3 / 1d4+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 9 |
Possessions: 160 gp. 1 Silver holy symbol.
Joser TellPenny, Male Halfling [Permalink]
Personal [hide]
Description: His skin is bronze and flawless. He tends to wear a large red jacket. He is an epitome of beauty. He has styled his black hair well, parting it to the left. His green eyes dart around the room hyper actively observing anyone and anything.
Personality: He runs his personal life as if detached from it. He organizes appointments and outings based on perceived benefits he will get from it. He is ready at a moment's notice to give into his darker urges. He is a real pyromaniac and does not care who the fire hurts. He often ends up burning people alive in the fires he starts.
History: Gifted from a young age, Joser studied abroad. His parents died when he was young, and he was unceremoniously dumped in the city orphanage. Joser grew up in the orphanage, tormented by the older kids and famished from lack of food. To avoid death by starvation, most orphans take to a life of crime or prostitution (often both), and so did Joser. He got money to start a business from the gang present in town. He is greatly indebted to them.
Motivation: He is a bit of a kleptomaniac.
Ideals: Gifted. Flaws: Selfish, Insane. Bonds: Attractive, Criminal record, Debt. Occupation: Glassblower
Voice: Gruff and masculine
Attributes [hide]
Small (3'2") Halfling, Neutral Evil (CR 1)
Armor Class 11
Hit Points 8 (1d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
6 (-2) | 11 (+0) | 10 (+0) | 11 (+0) | 12 (+1) | 9 (-1) |
Senses Passive Perception 11
Languages Common, Halfling
Attacks Melee +0 / 1d4-2, Ranged +2 / 1d4+0, Grapple +0
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 0 | 0 | 0 |
Possessions: Red garnet (140 gp).
Quarion Ethanasath, Male Elf [Permalink]
Personal [hide]
Description: He dresses well, wearing tan shirts, loose pants, and blazers most of the time. He cuts an attractive figure and his suit of old armor is well cared for even if it is obsolete. His blonde hair is cut short. His brown eyes show the wear and tear of someone lonely with a great burden to carry.
Personality: Abrasive and pushy, he has a hard time making friends. He is kind towards other men and children and will generally offer men help without question. Others will generally need to prove themselves to him.
History: He was a bastard born out of an affair, and his mother always resented and mistreated him for it out of spite. Since his mother passed away years ago, his father had doted on him, and he came to think her himself as special and better than other people in town. A notion that was reinforced by his attractiveness, a trait in which he easily excels the other men of his town. After a long history of fighting, Quarion and his spouse have recently divorced.
Motivation: He's repulsed by the PC.
Ideals: Philantrophist. Flaws: Antagonistic. Bonds: Attractive, Religious. Occupation: Fisher
Voice: Speaks with lower jaw sticking out
Attributes [hide]
Medium (4'7") Elf, Chaotic Good (CR 2)
Armor Class 11
Hit Points 5 (2d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 12 (+1) | 5 (-3) | 13 (+1) | 11 (+0) | 14 (+2) |
Senses Passive Perception 10
Languages Common, Elven, Celestial
Attacks Melee +2 / 1d6+0, Ranged +3 / 1d6+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 2 | 2 | 0 | 0 |
Possessions: 300 gp. 1 Masterwork Common Ranged Weapon.
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