Richard Deighton, Male Human [Permalink]
Personal [hide]
Description: This slender man stands about 5'1". He is dressed in an above average manner. His hair is cut close to his head. His hazel eyes lackadaisically let the world flow into them.
Personality: He is a very philanthropic person; he spends his free time working at various soup kitchens. He feeds upon the attention of others.
History: Sold as a small child to a slaver, Richard was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. From there he went from mercenary job to mercenary job. When he grew older, he became a bit more civilized, usually hanging around bars and taverns. He began work as a mercenary for hire. He would embark on any mission as long as the price was right.
Motivation: Many brigands want him driven away; and he wants revenge against brigands
Ideals: Philantrophist. Bonds: Attractive, Mentor, Adventurer, Enemies. Occupation: Barkeep
Voice: Mousy voice
Attributes [hide]
Medium (5'1") Human, Chaotic Neutral (CR 2)
Armor Class 7
Hit Points 9 (2d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 5 (-3) | 8 (-1) | 7 (-2) | 8 (-1) | 10 (+0) |
Senses Passive Perception 9
Languages Common
Attacks Melee +4 / 1d6+2, Ranged -1 / 1d6-3, Grapple +2
Possessions: 130 gp.
Seven Plume, Female Tabaxi [Permalink]
Personal [hide]
Description: She is a mite stocky and wears a robe, a symbol of death around her neck, and a trident on her belt. Her white fur is slicked back into a classic pompadour. Her blue eyes dart from person to person to random spaces in the air.
Personality: Stoic and calm, she prefers to meditate than take action. She disdains her fellow southerners, claiming they make her look unintelligent just for using an accent.
History: Seven was born the youngest of three triplets. She graduated from the Naval Academy and went to see the world at the rank of Ensign. She advanced relatively quickly due to her good work ethic, understanding of the chain of command, and natural leadership ability. Recently a tribe of dire rats attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Seven fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: Find a way to reverse the transformation of her brother; and to reunite with her absent mother
Ideals: Fighting, Disciplined. Bonds: Immigrant, Family, Military. Occupation: Weaver
Voice: Scandinavian accent
Attributes [hide]
Medium (6'4") Tabaxi, Neutral Evil (CR 1)
Armor Class 9
Hit Points 7 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 9 (-1) | 9 (-1) | 14 (+2) | 10 (+0) | 10 (+0) |
Senses Passive Perception 10
Languages Common, Halfling, Undercommon
Attacks Melee +2 / 1d4+0, Ranged +1 / 1d4-1, Grapple +0
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 3 |
Possessions: 100 sp.
Aramil Goltorah, Male Elf [Permalink]
Personal [hide]
Description: He is of a modest build and height, but he carries himself more imposing than he is. He is dressed in earthy colors with a blue and red handkerchief worn on his left side. His red hair is slicked back into a classic pompadour. His brown eyes lackadaisically let the world flow into them.
Personality: He is a man who does what he needs to. He will acquiesce to black mail and extortion to avoid trouble. He constantly seizes attention wherever he goes and has come to expect this respect from everyone. He likes to think of himself as merciful, but nonetheless is very strict.
History: Aramil was raised in a hard working conservative environment. Aramil was a troubled youth. He spent his days as a hard laborer instead of attending school, and spent his evenings with numerous mobsters and gang members. Aramil decided he wanted neither the life of his mother nor that of the evil petty criminals he associated with. During his early adolescence, he took a sudden opportunity while working the docks and commandeered a vessel that was left unmanned. One night he noticed a nearby shooting star which he hiked out to see where it landed. It turned out to be an ancient artifact of some kind. He has done his darndest to repair it but it is currently non-functional.
Motivation: He loathes his own lifestyle; and he is unsatisfied with his job
Ideals: Impeccable, Persistence. Flaws: Depressed. Bonds: Criminal record, Job. Occupation: Merchant
Voice: Pronounces 'its' and 'is' like 'eats' and 'ease'
Attributes [hide]
Medium (5'3") Elf, Chaotic Evil (CR 1)
Armor Class 11
Hit Points 8 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 12 (+1) | 10 (+0) | 10 (+0) | 9 (-1) | 13 (+1) |
Senses Passive Perception 9
Languages Common, Elven
Attacks Melee +3 / 1d4+1, Ranged +3 / 1d4+1, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 9 |
Possessions: 800 sp. Blue quartz (11 gp).
Merihim Sorrow, Male Tiefling [Permalink]
Personal [hide]
Description: He tends to wear a black poncho over his likewise colored trousers and shirt. He is portly but not overly obese. His hair is brown, silky, and of moderate length. He has several tiny aquamarine earrings on each ear.
Personality: A grumpy guy he will invite people to lunch so he can critique them. Yet he still seems generally likeable, like a lovable grump. He believes the world needs to unite to get rid of giants once and for all.
History: Merihim was born with his mother's beautiful face. Through the years after Merihim was born, his mother became increasingly distant from his family, instead choosing to pursue power in the west. Merihim's mother didn't care for him much, and the feeling was mutual. Days after completing his studies, news broke out that his hometown was attacked by giants. Merihim was horrified and prayed that his father was alright. However, he heard that his father had died fighting off the giants.
Motivation: He's repulsed by the PC.
Ideals: Philantrophist. Flaws: Antagonistic. Bonds: Attractive, Rich, Enemies. Occupation: Jeweler
Voice: Irish accent
Attributes [hide]
Medium (6'10") Tiefling, Chaotic Neutral (CR 1)
Armor Class 11
Hit Points 7 (1d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 13 (+1) | 13 (+1) | 8 (-1) | 14 (+2) | 14 (+2) |
Senses Passive Perception 14
Languages Common
Attacks Melee +2 / 1d4+0, Ranged +3 / 1d4+1, Grapple +1
Possessions: 60 gp.
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