Gardain Balderk, Male Dwarf [Permalink]
Personal [hide]
Description: His right side is far more bruised and cut up than his other. He wears a robe, a symbol of luck around his neck, and a shortspear on his belt. His chestnut hair is greasy and uncared for. He wears large thick round spectacles.
Personality: He believes mankind has become decadent and spoiled by the march of civilization and an end should come to life as we know it. His actions favor neither the good nor the evil, as he answers to a power that mortal men fail to acknowledge.
History: When he was but 6 years old his parents immigrated from the west. His mother took him hunting and taught him how to get in the mind of other creatures. He was recently attacked on the road and savagely beaten by bandits.
Motivation: He is compelled to act according to his religious beliefs.
Ideals: Fighting. Flaws: Ugly. Bonds: Nature, Religious, Immigrant. Occupation: Bounty Hunter
Voice: Low range voice
Attributes [hide]
Medium (4'1") Dwarf, Neutral Good (CR 2)
Armor Class 10
Hit Points 10 (2d6)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 11 (+0) | 12 (+1) | 9 (-1) | 8 (-1) | 10 (+0) |
Senses Passive Perception 9
Languages Common, Dwarven
Attacks Melee +3 / 1d6+1, Ranged +2 / 1d6+0, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 9 |
Possessions: Brass mug with jade inlays (600 gp).
Sarah Kensley, Female Human [Permalink]
Personal [hide]
Description: This woman is dressed in a clean brown cloak covering her clean studded leather. She is muscular with a powerful set of arms. Her head has been shaved. She has a tattooed face.
Personality: Prone to second guessing herself, she comes off as nervous. Flattery will make her almost putty in your hands.
History: Sold as a small child to a brothel owner, Sarah was an assistant, and all too frequently test subject. She eventually earned her freedom when her former master disappeared. Ostracized due to the necromantic powers of her oldest sister, she and her siblings struck out on their own. In the process these unassuming Humans became a terror of the countryside. She was granted necromantic powers by her dying sister.
Motivation: She uses money and sex appeal to get what she needs.
Ideals: Gifted. Flaws: Ugly, Shy, Selfish. Bonds: Mentor. Occupation: Shepherd
Voice: Eastern European accent
Attributes [hide]
Medium (5'3") Human, Chaotic Evil (CR 2)
Armor Class 11
Hit Points 8 (2d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 12 (+1) | 13 (+1) | 11 (+0) | 11 (+0) | 10 (+0) |
Senses Passive Perception 10
Languages Common
Attacks Melee +5 / 1d6+3, Ranged +3 / 1d6+1, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 6 | 4 |
Possessions: 80 gp. Obsidian (4 gp). 1 Half-Plate.
Trym Deephollow, Female Halfling [Permalink]
Personal [hide]
Description: Wearing a closed helm and plate, one would not know what she was had she not made sure her armor was more form fitting than normal. Outside of the suit she wears tight fighting clothing, which leaves very little to the imagination. She keeps her black hair in a pixie cut. She wears an eyepatch.
Personality: She is curt in most of her responses. She prefers to keep her word usage to a minimum to avoid giving away unnecessary information. Her home and work are filled with various knick knacks she has acquired through the years. She cares a great deal for her adopted teenage daughter.
History: She was born a particularly ugly child, much to the horror of her parents. Being born in the north, she completed her medical training abroad so as to avoid the war. She returned after the war having achieved medical proficiency. She was a general practitioner in the north for years, until she, through no fault of her own, lost a patient who had a very powerful family. Rather than risk reprisal she made her way south. Recently a tribe of goblins attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Trym fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: Marry her sister to traveling adventurers.
Ideals: Fighting. Flaws: Ugly, Shy. Bonds: Family. Occupation: Assassin
Voice: Old thin voice
Attributes [hide]
Small (2'11") Halfling, Chaotic Neutral (CR 1)
Armor Class 10
Hit Points 9 (1d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 9 (-1) | 13 (+1) | 13 (+1) | 13 (+1) | 9 (-1) |
Senses Passive Perception 13
Languages Common, Halfling, Goblin
Attacks Melee +2 / 1d4+0, Ranged +1 / 1d4-1, Grapple +0
Possessions: 500 sp.
Eldeth Trueblood, Female Dwarf [Permalink]
Personal [hide]
Description: An imposing woman with a heavy stainless steel prosthetic left hand, she is wearing a tight grey one piece outfit complete with pants, hood, and a cape. Her hair, while still mostly brown, has prominent grey streaks. Her fair skin shows little sign of her aristocratic breeding.
Personality: She is extraordinarily eccentric. She is afraid of women and trembles around them
History: She grew up in a lower middle class home, but living comfortably wasn't enough. At some point she was captured by orcs and was tortured. After several years of this she finally managed to escape. Unlike her family, who was content to work in a sleepy main town, she wanted to work in the city. She has been working here for the past few years.
Motivation: She is content; and she is not mentally stable, and does not behave rationally
Flaws: Insane, Shy, Mundane. Bonds: Attractive. Occupation: Cook
Voice: Dutch accent
Attributes [hide]
Medium (3'10") Dwarf, True Neutral (CR 1)
Armor Class 7
Hit Points 8 (1d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 5 (-3) | 11 (+0) | 10 (+0) | 13 (+1) | 5 (-3) |
Senses Passive Perception 11
Languages Common, Dwarven
Attacks Melee +5 / 1d4+3, Ranged -1 / 1d4-3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 3 | 1 | 0 | 0 |
Possessions: 3000 cp.
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Their contribution stands as a beacon of hope for all adventurers!
