Odo Dayton, Male Human [Permalink]
Personal [hide]
Description: A stocky darker skinned man, he usually wears his grey robe and has his nunchaku always slung over his shoulder. His hair is brown and curly. His eyes are likewise blue. His teeth are yellowed and unaligned.
Personality: He tends to agree with only himself unless someone else's opinion sounds like he can profit from it. He tries to control his temper but he can't always stop himself from what he feels what must be done. He spends most of his days drinking in the Inn, the rowdiest and most dangerous establishment in town. There he gambles, wrestles and listens to stories told by travelers.
History: His father raised him in a mountain cabin. Odo liked to wander the woods near his home when he was young, something he still likes to do at least once a week. He never liked modest clothing or shoes, so he would wander the woods barefoot and lightly dressed, and he developed a good sense of balance and learned how to climb and swim well. Recently he has begun working with bootleggers and crooks.
Motivation: He desires power and/or immortality; and obtaining odd cultural halfling artifacts is his passion
Flaws: Ugly, Antagonistic. Bonds: Adventurer, Nature, Criminal record. Occupation: Masseuse
Voice: Speaks with lips pursed
Attributes [hide]
Medium (5'9") Human, Neutral Evil (CR 2)
Armor Class 11
Hit Points 17 (2d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 12 (+1) | 16 (+3) | 11 (+0) | 8 (-1) | 10 (+0) |
Senses Passive Perception 9
Languages Common
Attacks Melee +2 / 1d6+0, Ranged +3 / 1d6+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 3 | 0 |
Possessions: 150 gp. A delicate silver chain set with a tourmaline (20 gp). Large well-done wool tapestry (600 gp).
Azza Charm, Female Tiefling [Permalink]
Personal [hide]
Description: She does not wear sleeves and tends to eschew shirts when she can avoid it. She carries a battered longsword and tarnished longbow as well. Her white hair is long and unkept. Her face is scarred and worn.
Personality: She considers herself the protector of her home. She feels this is her duty and calling. She also has developed a complete distrust of the Architect profession.
History: She was born the only child of a wealthy merchant. A gifted student she started as a Architect, but she got bored and became a Shepherd. She has been a successful dealer in antiques buying low and selling high.
Motivation: Expand her business.
Ideals: Fighting, Entrepeneur. Flaws: Ugly. Bonds: Guardian, Job. Occupation: Shepherd
Voice: Creaky witch voice
Attributes [hide]
Medium (6'5") Tiefling, Neutral Good (CR 1)
Armor Class 11
Hit Points 6 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 12 (+1) | 6 (-2) | 7 (-2) | 5 (-3) | 15 (+2) |
Senses Passive Perception 7
Languages Common
Attacks Melee +3 / 1d4+1, Ranged +3 / 1d4+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 7 |
Possessions: 100 gp.
Vonana Daraln, Female Dwarf [Permalink]
Personal [hide]
Description: She is a husky woman, who wears grey leather gloves, a grey jacket, and tight pants. Her hair is blonde and curly. She wears round tiny glasses practically rammed into her face.
Personality: She is soft-spoken, optimistic and speaks nonstop, as she rather likes the sound of her voice. Her demeanor is somewhat feminine. She receives visions of the future at random moments
History: She was born on a small isolated farm. When she came of age, she joined a caravan that would eventually take her to the capital. She would practice along the way and, when she arrived, be apprenticed to a Barkeep. She has gone from town to town till she finds a spot where she can set up a sustainable business.
Motivation: She feels kind of lost in life; and she'd like to take her coworkers down a peg
Ideals: Optimist, Gifted. Flaws: Depressed. Bonds: Nature, Job. Occupation: Barkeep
Voice: Breathy voice
Attributes [hide]
Medium (4'1") Dwarf, Chaotic Good (CR 1)
Armor Class 11
Hit Points 4 (1d4)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 12 (+1) | 11 (+0) | 8 (-1) | 9 (-1) | 2 (-4) |
Senses Passive Perception 9
Languages Common, Dwarven
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: 4 Thunderstones.
Ralf Cumberbatch, Male Human [Permalink]
Personal [hide]
Description: Dark and lean, he is a relatively plain man. He wears brown leather gloves, a brown jacket, and tight pants. He keeps his long auburn hair kept up in a rat tail. He is baby faced.
Personality: He is quiet and reserved most of the time, but warms up to people very quickly. Around friends he is liable to tell dirty jokes and enjoy himself. He is susceptible to being scared and is in actuality easily frightened. He likes to tell stories.
History: He grew up in a lower middle class home, but living comfortably wasn't enough. When he came of age, he joined a caravan that would eventually take him to the capital. He would practice along the way and, when he arrived, be apprenticed to a Marshal. He now owns his own business.
Motivation: Nothing but the best is good enough for him; and he is wracked by social anxiety
Ideals: Joker, Impeccable. Flaws: Fearful, Mundane. Bonds: Job. Occupation: Marshal
Voice: Mousy voice
Attributes [hide]
Medium (5'5") Human, Chaotic Neutral (CR 2)
Armor Class 12
Hit Points 9 (2d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 15 (+2) | 5 (-3) | 6 (-2) | 8 (-1) | 11 (+0) |
Senses Passive Perception 9
Languages Common
Attacks Melee +3 / 1d6+1, Ranged +4 / 1d6+2, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 9 |
Possessions: 400 gp. Coral (130 gp). Azurite (7 gp).
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Their contribution stands as a beacon of hope for all adventurers!