Tyna Shadowquick, Female Halfling [Permalink]
Personal [hide]
Description: Her skin has the orange glow of too much sun. She has the majority of her body covered in plate. She has auburn hair. Her gray eyes dart from person to person to random spaces in the air.
Personality: Tyna speaks confidently about a variety of topics with grace. She is clearly well-traveled and educated. She invented a lineage for herself and claims to be descended from several legendary heroes.
History: A studious child she never was much for a social life, not because she was unlikable, but because she did not seek it out. At a young age both her parents were killed in an accident. Her uncle (a powerful person with enemies on both sides of the law) took her in and had her trained in basic self defense. 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 doesn't get along with people that don't share her tastes; and she has comitted a past crime that haunts her to this day
Ideals: Impeccable, Gifted. Bonds: Adventurer, Criminal record. Occupation: Body Guard
Voice: Pronounces O like U
Attributes [hide]
Small (3'1") Halfling, Chaotic Evil (CR 1)
Armor Class 12
Hit Points 7 (1d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
6 (-2) | 12 (+1) | 9 (-1) | 9 (-1) | 9 (-1) | 8 (-1) |
Senses Passive Perception 9
Languages Common, Halfling
Attacks Melee +0 / 1d4-2, Ranged +3 / 1d4+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 9 |
Possessions: Silver pearl (120 gp).
Nedda Jamjar, Female Halfling [Permalink]
Personal [hide]
Description: She likes to wear ponchos typically of a light white in addition to tight pants. Her blonde hair is wavy and long. Her eyes are green.
Personality: A deeply religious woman she believes everything happens for a reason. Flattery will make her almost putty in your hands.
History: Trained by her mother for as long as she can remember she had it drilled in her head that it was her duty to serve her country. Her father was supposedly a charlatan fortune teller, but she insists her father was legitimate. She has since lost track of the people in her past.
Motivation: Gnomish compassion; and doesn't want to be a dyer and was forced into it by her family
Flaws: Selfish, Racist. Bonds: Religious, Military, Family. Occupation: Dyer
Voice: Speaks with back of mouth
Attributes [hide]
Small (3'1") Halfling, Lawful Neutral (CR 1)
Armor Class 12
Hit Points 1 (1d4)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 13 (+1) | 4 (-3) | 6 (-2) | 10 (+0) | 12 (+1) |
Senses Passive Perception 10
Languages Common, Halfling
Attacks Melee +2 / 1d4+0, Ranged +3 / 1d4+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 8 |
Possessions: 300 sp. 1 Banded mail.
Glûk Redfield, Male Half-Orc [Permalink]
Personal [hide]
Description: A stocky lighter skinned man, he likes to wear black tank tops with white pants. His hair is white and curly. His eyes are gray.
Personality: He is quite rude, and likes to deride his opponents skill and shout insults at them. He is submissive, is generally bored by everything, but will take part in whatever people ask of him. He is by nature obliging.
History: The child of a Ploughman, who enjoyed hunting, Glûk was taken on many hunting expeditions. When he was little, his rather wealthy family often ventured across the desert to a summer home near a large cave. He would wander through that large cave 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 desert due to the painful memories there. Glûk took refuge in the large cave and found the beat up scythe and armor he uses now. He has been saving his money to try and buy his brother's freedom.
Motivation: To reunite with his absent father; and to end his boredom
Flaws: Antagonistic, Shy, Mundane. Bonds: Nature, Family. Occupation: Courier
Voice: Shortens vowels
Attributes [hide]
Medium (5'3") Half-Orc, Neutral Good (CR 2)
Armor Class 8
Hit Points 9 (2d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 6 (-2) | 12 (+1) | 4 (-3) | 11 (+0) | 10 (+0) |
Senses Passive Perception 10
Languages Common, Orc
Attacks Melee +5 / 1d6+3, Ranged +0 / 1d6-2, Grapple -1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 7 |
Possessions: 1600 sp.
Taklinn Morigak, Male Dwarf [Permalink]
Personal [hide]
Description: He wears professional attire. His red hair is drawn into a tight pony tail with a dagger scrunchie. His brown eyes dart from person to person.
Personality: Taklinn is depressed about a lot of things. He tends to be a nihilist. He seeks to pay back kindness whenever he gets the chance. Whether it be in the form of unwanted serenades or the latest gossip he always seeks to do solids for his friends.
History: Born the oldest of a large religious eastern family, he was no stranger to responsibility. In his 12th 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 used his abilities to travel the world and help people.
Motivation: He feels threatened by others; and he feels kind of lost in life
Ideals: Philantrophist. Flaws: Depressed, Fearful. Bonds: Attractive, Religious. Occupation: Doctor
Voice: Laughs frequently while speaking
Attributes [hide]
Medium (4'0") Dwarf, Neutral Good (CR 3)
Armor Class 10
Hit Points 25 (3d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 10 (+0) | 12 (+1) | 9 (-1) | 15 (+2) | 10 (+0) |
Senses Passive Perception 12
Languages Common, Dwarven
Attacks Melee +4 / 1d8+2, Ranged +2 / 1d8+0, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 4 | 2 | 1 | 0 | 0 | 0 |
Possessions: 4 Thunderstones. 1 Alchemist’s fire.
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Their contribution stands as a beacon of hope for all adventurers!
