Barendd Helcral, Male Dwarf [Permalink]
Personal [hide]
Description: A stocky lighter skinned man, he is wearing a long, brown, dusty cloak. His hair is golden and curly. His violet eyes dart from person to person to random spaces in the air.
Personality: He trusts no one. He is not readily capable for forgiveness and his ire never leaves him. He uses his nature as a weapon; he likes to lead opponents to think him in distress.
History: Born to a pair of adventurers, Barendd grew up listening to his father's many stories. His parents divorced when he was young, and his father gained full cudstody. He was regularly beaten by his father, who blamed him for driving them apart. During his travels, Barendd and his party rested in a cavern that was (unknown to them) infused with powerful dark magic. Upon awakening, Barendd discovered the rest of his party dead, transformed into horrible, mindless undead versions of their former selves. Barendd fled the cavern, stopping for breath at a small pool, and only then realizing his own horrible transformation.
Motivation: To unite with his sister; and find a way to reverse the transformation of his sister
Flaws: Antagonistic, Secretive, Disease. Bonds: Adventurer, Family. Occupation: Soapmaker
Voice: Slow speaker
Attributes [hide]
Medium (4'0") Dwarf, Neutral Good (CR 2)
Armor Class 12
Hit Points 20 (2d10)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 15 (+2) | 12 (+1) | 9 (-1) | 11 (+0) | 10 (+0) |
Senses Passive Perception 10
Languages Common, Dwarven
Attacks Melee +2 / 1d6+0, Ranged +4 / 1d6+2, Grapple +2
Possessions: 3000 cp.
Vlorn Tealeaf, Male Halfling [Permalink]
Personal [hide]
Description: Standing 3'4", this man prefers to wear white pants and tee shirts. His blonde hair is matted, messy, and big. His ears are large.
Personality: Vlorn speaks confidently about a variety of topics with grace. He is clearly well-traveled and educated. The war was a terrible time for him, and Vlorn does not often speak of it. When he does, he does so with a strained expression and tears in his eyes.
History: He was born in the south, but his parents moved at a very young age to the north. His mother was very strict, and drilled into him lessons on being the perfect gentleman. He moves from town to town, unable to find a place to settle.
Motivation: He feels the way he acts is they only way to get by in the world; and he loathes his own lifestyle
Ideals: Impeccable. Flaws: Ugly, Depressed. Bonds: Military, Immigrant. Occupation: Body Guard
Voice: Sleepy voice
Attributes [hide]
Small (3'4") Halfling, Neutral Good (CR 1)
Armor Class 14
Hit Points 2 (1d4)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 16 (+3) | 6 (-2) | 6 (-2) | 8 (-1) | 8 (-1) |
Senses Passive Perception 9
Languages Common, Halfling
Attacks Melee +2 / 1d4+0, Ranged +5 / 1d4+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 8 |
Possessions: 2000 cp. Azurite (7 gp).
Jocelyn Gracey, Male Human [Permalink]
Personal [hide]
Description: A stocky lighter skinned man, he wears long strands of ruby and short grey dresses (or suits) accompanied by the proper stockings and shoes, with gloves of varying lengths. Sporting a blonde mohawk and bushy mustache this man's hair draws a lot of attention. He has a tattooed face.
Personality: His tongue was cut out and he uses sign language. He is able to fit into much smaller and tighter spaces than normal.
History: A child with a great deal of singing talent his parents made sure he got the chance to thrive. A freak accident while working with his Detective mother left him crippled. He hopes to save up enough money to one day pay a cleric to cure him.
Motivation: He is greedy; and he is compelled to act according to his religious beliefs
Ideals: Gifted, Artistic. Flaws: Disease. Bonds: Rich, Religious. Occupation: Barkeep
Voice: Puts emphasis on the wrong words
Attributes [hide]
Medium (6'5") Human, Lawful Evil (CR 2)
Armor Class 9
Hit Points 6 (2d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
7 (-2) | 8 (-1) | 8 (-1) | 12 (+1) | 10 (+0) | 6 (-2) |
Senses Passive Perception 10
Languages Common, Ignan
Attacks Melee +0 / 1d6-2, Ranged +1 / 1d6-1, Grapple -1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 6 | 4 | 0 |
Possessions: 290 gp.
Kithri Shadowquick, Female Halfling [Permalink]
Personal [hide]
Description: She is an exceptionally muscular looking western young adult. She wears silk and lounges about seductively. Beneath her clothing is a huge mess of scar tissue. She wears a top hat to cover her moderate length white hair. Her gray eyes dart from person to person.
Personality: She is cool and collected. She likes to make quips and puns whenever she does anything. She also makes a point to compliment her superiors and flatter them. She is skeptical of what others tell her and is slow to trust.
History: She was born to a criminal king-pin and mafia family Her parents died when she was young, and she was unceremoniously dumped in the city orphanage. Kithri 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 Kithri. She would ruin relationships and cause injury. She was reprimanded several times before being given her current form and forced to learn humility.
Motivation: She possesses a valuable artifact that the thieves guild wishes to steal; and she is a bit of a kleptomaniac
Ideals: Disciplined. Flaws: Shy. Bonds: Attractive, Slave, Criminal record. Occupation: Carter
Voice: Mousy voice
Attributes [hide]
Small (3'0") Halfling, Chaotic Evil (CR 2)
Armor Class 12
Hit Points 5 (2d6)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 13 (+1) | 9 (-1) | 11 (+0) | 8 (-1) | 11 (+0) |
Senses Passive Perception 9
Languages Common, Halfling
Attacks Melee +2 / 1d6+0, Ranged +3 / 1d6+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 9 |
Possessions: Just what you see.
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Their contribution stands as a beacon of hope for all adventurers!
