Eberk Frostbeard, Male Dwarf [Permalink]
Personal [hide]
Description: The man speaks with an almost imperceptible accent. He seems to always be the slightest bit damp as if he got out from a pool a few moments ago. He has the majority of his body covered in plate. He wears his chestnut hair up. His green eyes dart from person to person.
Personality: He considers himself the protector of his home. He feels this is his duty and calling. He is however greedy and will demand payment and proof of collateral's value and will produce a merchant's scale to make sure he is not cheated out of a speck.
History: Eberk hails from a village terrorized by giants. In his 13th year, his parents were killed by a giants raid, leaving Eberk alone in the world. After a stint in an orphanage, he was adopted. He eventually got the idea of being the protector of his homeland from reading books, and has made it his duty.
Motivation: His name or reputation has been wronged in the past by giants, and he desires to right it.
Ideals: Entrepeneur. Bonds: Immigrant, Guardian, Enemies. Occupation: Detective
Voice: Sensual and smooth
Attributes [hide]
Medium (4'5") Dwarf, Chaotic Neutral (CR 1)
Armor Class 7
Hit Points 11 (1d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 5 (-3) | 16 (+3) | 11 (+0) | 9 (-1) | 6 (-2) |
Senses Passive Perception 9
Languages Common, Dwarven
Attacks Melee +3 / 1d4+1, Ranged -1 / 1d4-3, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 9 |
Possessions: 200 sp.
Gerald Mitchell, Male Human [Permalink]
Personal [hide]
Description: He dresses well, wearing grey shirts, loose pants, and blazers most of the time. His hair is greying and his face has many wrinkles. His hazel eyes peer out from beneath his feathered grey hat.
Personality: He barks his statements quickly and with little fuss. He prefers small words and is at his heart utilitarian. 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: Gerald was born the youngest of three triplets. His father had invested heavily in several trade routes and wanted him to inherit them. Due to his spouse's obsession with being a Merchant they were divorced and he won custody of their son. He worked as a Dyer, and he later adopted a second son.
Motivation: He is greedy.
Flaws: Terse, Antagonistic. Bonds: Attractive, Family, Rich. Occupation: Dyer
Voice: Draws out vowels
Attributes [hide]
Medium (6'6") Human, Neutral Good (CR 1)
Armor Class 8
Hit Points 4 (1d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 6 (-2) | 10 (+0) | 3 (-4) | 12 (+1) | 11 (+0) |
Senses Passive Perception 11
Languages Common
Attacks Melee +4 / 1d4+2, Ranged +0 / 1d4-2, Grapple -2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 6 |
Possessions: 600 sp. Rock crystal (60 gp).
Uraim Ungart, Male Dwarf [Permalink]
Personal [hide]
Description: The man speaks with an almost imperceptible accent. He seems to always be the slightest bit damp as if he got out from a pool a few moments ago. He is wearing a tight grey one piece outfit complete with pants, hood, and a cape. He has a long white beard with little hanging trinkets. He wears round tiny glasses practically rammed into his face.
Personality: He loves justice and goodness and right action. Anyone who does not fulfill this criteria perfectly will no doubt get a lecture from him. He is the most sanctimonious self-righteous Dwarf in existence. He dislikes loud distracting noises, but is overall hospitable. His biggest love is that of knowledge and as such will purchase any books or pay to listen to tales that travelers might have.
History: When he was but 8 years old his parents immigrated from the south. He became part of the deadliest team of assassins in recent memory. A botched job caused the group to be disbanded. He has dedicated himself to building a better village for his children.
Motivation: He possesses a valuable artifact that the thieves guild wishes to steal.
Ideals: Justice, Logical. Bonds: Immigrant, Criminal record, Adventurer. Occupation: Mercenary
Voice: Posh accent
Attributes [hide]
Medium (4'0") Dwarf, Lawful Evil (CR 2)
Armor Class 13
Hit Points 19 (2d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
7 (-2) | 16 (+3) | 18 (+4) | 7 (-2) | 7 (-2) | 4 (-3) |
Senses Passive Perception 8
Languages Common, Dwarven
Attacks Melee +0 / 1d6-2, Ranged +5 / 1d6+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 8 |
Possessions: 300 gp.
Aerdeth Cithreth, Male Elf [Permalink]
Personal [hide]
Description: 5'2" and muscular, this northern man wears a suit in poor condition. It has not been laundered in sometime and has been worn in activities one would not normally wear a suit during. With a patchy auburn beard and wild auburn hair. He has a very pronounced jaw and large eyebrows. He wears rectangular glasses with silver brims.
Personality: A rambunctious noisy drunk he knows how to make people feel guilty. His philosophy is that everyone needs a friend and as such shows hospitality towards all.
History: Born in the north his family was never financially stable. He was an athlete and attended two major summer competitions. He never won. He spent several years traveling with his friend, before both settled down to enjoy the fruits of their adventures.
Motivation: He wants to meet his childhood hero; and he feels kind of lost in life
Ideals: Athletic, Optimist. Flaws: Depressed. Bonds: Adventurer, Poor. Occupation: Shepherd
Voice: Spits words with contempt
Attributes [hide]
Medium (5'2") Elf, Chaotic Good (CR 1)
Armor Class 13
Hit Points 5 (1d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 16 (+3) | 8 (-1) | 11 (+0) | 6 (-2) | 8 (-1) |
Senses Passive Perception 10
Languages Common, Elven
Attacks Melee +3 / 1d4+1, Ranged +5 / 1d4+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 2 | 0 |
Possessions: 140 gp. Smoky quartz (20 gp). 2 Tanglefoot bags.
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Their contribution stands as a beacon of hope for all adventurers!
