Ahlyssa Graeme, Female Human [Permalink]
Personal [hide]
Description: She is generally well dressed albeit a few years behind the times, and she perpetually has her hand crossbow ready. She wears a colorful flower in her golden hair. Her eyes are likewise amber. Her teeth are white and perfect.
Personality: She is someone who is used to having a large amount of sex appeal. She also lacks a concept of privacy and shares just about everything. She is obsessed with her god.
History: She was born with several neurological imbalances, which makes sleep difficult for her. It may also be what makes her so good at details. Her mother was supposedly a charlatan fortune teller, but she insists her mother was legitimate. She hopes to save up enough money to one day pay a cleric to cure her.
Motivation: Her religion dominates her actions.
Ideals: Fighting. Flaws: Disease, Insomniac. Bonds: Attractive, Religious. Occupation: Carter
Voice: growls and snarls, animalistic
Attributes [hide]
Medium (4'9") Human, Lawful Good (CR 2)
Armor Class 9
Hit Points 4 (2d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 9 (-1) | 8 (-1) | 12 (+1) | 7 (-2) | 12 (+1) |
Senses Passive Perception 8
Languages Common, Druidic
Attacks Melee +4 / 1d6+2, Ranged +1 / 1d6-1, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 4 | 2 | 0 |
Possessions: Just what you see.
Alice McLeod, Female Half-Elf [Permalink]
Personal [hide]
Description: A moderately attractive woman, she wears violet painted combat armor at almost all times. Her silver hair is smooth and relatively long. Her eyes are likewise violet.
Personality: She is unhospitable to her core. Her small house has "No trespassing" Signs all over it. She loves teas. She is very sensitive about her face. To blow off anger she lifts weights and to control her otherwise explosive temper she works out a lot.
History: She was born blind and as such lacked many opportunities for work. Through the years after Alice was born, her father became increasingly distant from her family, instead choosing to pursue power in the north. Alice's father didn't care for her much, and the feeling was mutual. She was betrayed by a partner and left for dead, teaching her a humbling lesson in trusting others.
Motivation: To fight the greatest warriors and to fight in the greatest battles ever.
Ideals: Fighting. Flaws: Antagonistic, Disease. Bonds: Attractive. Occupation: Fisher
Voice: Dutch accent
Attributes [hide]
Medium (4'11") Half-Elf, True Neutral (CR 2)
Armor Class 10
Hit Points 11 (2d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 10 (+0) | 9 (-1) | 12 (+1) | 13 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common, Elven, Goblin
Attacks Melee +3 / 1d6+1, Ranged +2 / 1d6+0, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 4 | 2 | 0 | 0 |
Possessions: Just what you see.
Dreali Hardy, Male Half-Elf [Permalink]
Personal [hide]
Description: A 5'8" eastern man, he prefers to wear the grand gowns of high society. He carries his fan with him everywhere and carries himself as the perfect gentleman. His chestnut hair is well kept and his bushy mustache is tapered upwards at the ends. This violet eyed easterner is not easily forgotten.
Personality: The man has a huge range of feeling. He will range from being happy and joking with the occasional self put down to crying stating how he will be a better person from this day on. He cannot deal with unfamiliar people for more than a few minutes at a time and if they persist he will grow angry at them.
History: He was raised happily, as a normal child born to his father and mother. His father taught him the rudiments of the Layabout arts, while his mother instructed him in etiquette, music and courtly manner. Before the accident, he was one of the most outspoken anti-Human activists. He was mortally wounded, saved by a kind and fast-acting Human doctor. Lacking all sense, he decided to go on an adventure. He picked a direction and started trekking.
Motivation: A strong sense of loyalty to Human people; and he has passion for adventuring and risk
Flaws: Emotional, Antagonistic, Racist. Bonds: Rich, Adventurer. Occupation: Layabout
Voice: Dutch accent
Attributes [hide]
Medium (5'8") Half-Elf, Lawful Neutral (CR 1)
Armor Class 11
Hit Points 7 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 12 (+1) | 9 (-1) | 14 (+2) | 7 (-2) | 13 (+1) |
Senses Passive Perception 8
Languages Common, Elven, Gnome, Auran
Attacks Melee +1 / 1d4-1, Ranged +3 / 1d4+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 8 |
Possessions: 120 gp.
Williamina Cason, Female Human [Permalink]
Personal [hide]
Description: This woman is tall and muscular. She wears a brown coat over a blue low-cut shirt, and a Stetson hat upon her head. She wears her auburn hair up. Her blue eyes are passionate and lively.
Personality: She is witty, but her monotone delivery comes off as unnerving She is skeptical of what others tell her and is slow to trust.
History: She was born in the west. In her 12th year, her parents were killed by a drow raid, leaving Williamina alone in the world. After a stint in an orphanage, she was adopted. Days after completing her studies, news broke out that her hometown was attacked by drow. Williamina was horrified and prayed that her father was alright. However, she heard that her father had died fighting off the drow.
Motivation: Wants to work out more often; and her name or reputation has been wronged in the past by drow, and she desires to right it
Ideals: Athletic, Joker. Flaws: Shy. Bonds: Immigrant, Enemies. Occupation: Spy
Voice: Uses lots of figures of speech
Attributes [hide]
Medium (5'7") Human, Neutral Evil (CR 2)
Armor Class 11
Hit Points 16 (2d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 13 (+1) | 11 (+0) | 9 (-1) | 11 (+0) | 6 (-2) |
Senses Passive Perception 10
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 | 0 | 0 |
Possessions: 150 gp.
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Their contribution stands as a beacon of hope for all adventurers!