Akoth Browning, Male Half-Orc [Permalink]
Personal [hide]
Description: He is a man of bearing and well nourished. He dresses in collared shirts and wears a proper scarf over his head. He wears his chestnut hair up. His amber eyes are passionate and lively.
Personality: He is unhospitable to his core. His small house has "No trespassing" Signs all over it. He is used to getting what he wants. In part because he is a meticulous planner.
History: Born in the east to a Marshal, Akoth learned a great deal about his mother's area of expertise. He found a children's book about a Half-Orc Cleric who fought for good and justice and never realised it was just a child's story. He modeled his life after the story, seeing himself destined a hero. He has achieved small success as a Marshal.
Motivation: To settle down with his crush; and a need for knowledge about a nearby landmark
Ideals: Professionalism. Flaws: Antagonistic. Bonds: Job, Adventurer, Has a crush. Occupation: Marshal
Voice: Ums and uhs a lot
Attributes [hide]
Medium (6'6") Half-Orc, Lawful Good (CR 2)
Armor Class 11
Hit Points 14 (2d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 12 (+1) | 12 (+1) | 11 (+0) | 13 (+1) | 8 (-1) |
Senses Passive Perception 13
Languages Common, Orc
Attacks Melee +2 / 1d6+0, Ranged +3 / 1d6+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 4 | 2 | 0 | 0 |
Possessions: 5000 cp.
Gerald Sylvaranth, Male Half-Elf [Permalink]
Personal [hide]
Description: A hulking man with gigantic muscles, he wears dull violet sweaters, loose white pants, and alligator leather shoes. Beneath his sweater he keeps a concealed club, just in case. His red hair is cut jaggedly and amateurishly. His gray unseeing eyes seem to look past you.
Personality: He will use flattery and sarcasm to attack and weaken his opponents. Despite his formidable combat skills he remains a coward. He cannot resist a sob story and will often dote over anyone who has one.
History: His history is one of pain. He was disowned by both parents and raised among the slaves his parents kept. He made a point of taking high paying jobs and getting most of it up front. 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: He is currently in port desperately looking for someone to get him out.
Ideals: Fighting, Philantrophist. Flaws: Disease. Bonds: Slave, Adventurer. Occupation: Tanner
Voice: Smooth and feminine
Attributes [hide]
Medium (5'1") Half-Elf, Chaotic Neutral (CR 3)
Armor Class 11
Hit Points 14 (3d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 12 (+1) | 13 (+1) | 14 (+2) | 11 (+0) | 15 (+2) |
Senses Passive Perception 10
Languages Common, Elven, Goblin, Sylvan
Attacks Melee +3 / 1d8+1, Ranged +3 / 1d8+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 6 | 5 | 0 | 0 | 0 |
Possessions: 300 gp.
Nalral Deepdelver, Male Dwarf [Permalink]
Personal [hide]
Description: With tan face paint in a stripe pattern across his face, he is wearing a long, grey cloak. He wears a Stetson hat to hide his balding. His fierce amber eyes like to dwell on things.
Personality: He is curt in most of his responses. He prefers to keep his word usage to a minimum to avoid giving away unnecessary information. He is very protective of his business, his home, and his spouse. He is willing to work with less than legal methods but maintains the front of legitimacy.
History: A child with a great deal of painting talent his parents made sure he got the chance to thrive. Nalral 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. Nalral 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. He used his abilities to travel the world and help people.
Motivation: He has a crush on the local Navigator; and he possesses a valuable artifact that the thieves guild wishes to steal
Ideals: Artistic, Philantrophist. Flaws: Shy. Bonds: Criminal record, Has a crush. Occupation: Assassin
Voice: High pitched and raspy
Attributes [hide]
Medium (4'1") Dwarf, True Neutral (CR 2)
Armor Class 12
Hit Points 18 (2d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 15 (+2) | 18 (+4) | 16 (+3) | 8 (-1) | 10 (+0) |
Senses Passive Perception 9
Languages Common, Dwarven, Druidic, Aquan, Halfling
Attacks Melee +2 / 1d6+0, Ranged +4 / 1d6+2, Grapple +2
Possessions: 1200 sp.
Kipper Quillsharpener, Male Gnome [Permalink]
Personal [hide]
Description: This tall, slender man tends to wear a large blue jacket. His hair is long and red with streaks of blonde, and is pulled back with small blue clips. His beard is blonde, braided, and well cared for. He is baby faced.
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 is a big fan of imagination and believes people should spend more time reading and writing.
History: From birth he was tutored by a cruel and relentless mentor. He dropped out of school before completing his studies. He has been a successful dealer in antiques buying low and selling high.
Motivation: To share knowledge with the world.
Ideals: Logical, Entrepeneur. Flaws: Antagonistic. Bonds: Mentor. Occupation: Shoemaker
Voice: Draws out vowels
Attributes [hide]
Small (3'3") Gnome, Neutral Good (CR 1)
Armor Class 14
Hit Points 8 (1d6)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 17 (+3) | 15 (+2) | 13 (+1) | 11 (+0) | 12 (+1) |
Senses Passive Perception 10
Languages Common, Gnome, Infernal
Attacks Melee +2 / 1d4+0, Ranged +5 / 1d4+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 3 | 1 |
Possessions: 400 sp.
Caramip Nackle, Female Gnome [Permalink]
Personal [hide]
Description: A thin woman, she clearly needs to put on some weight, but she still has a lot of muscle. She is renowned for her bright tan dresses and hats. She has wavy silver hair. Her half smiles and green eyes are beguiling and draw you in.
Personality: She is a very philanthropic person; she spends her free time working at various soup kitchens. She is able to make almost anything out of random pieces of junk.
History: Sold as a small child to a necromancer, Caramip was an assistant, and all too frequently test subject. She eventually earned her freedom when her former master disappeared. She was part of a huge silver rush, which was taken over by a mining company. The company confiscated a lot of silver, but the shipment was lost. When she grew older, she became a bit more civilized, usually hanging around bars and taverns. She began work as a mercenary for hire. She would embark on any mission as long as the price was right.
Motivation: To reunite with her old friends; and she's looking for her big break
Ideals: Athletic, Philantrophist, Gifted. Bonds: Attractive, Mentor, Adventurer. Occupation: Actor
Voice: Hollow voice
Attributes [hide]
Small (3'3") Gnome, Neutral Good (CR 3)
Armor Class 13
Hit Points 13 (3d6)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 15 (+2) | 12 (+1) | 16 (+3) | 13 (+1) | 15 (+2) |
Senses Passive Perception 11
Languages Common, Gnome, Dwarven, Terran, Draconic
Attacks Melee +2 / 1d8+0, Ranged +4 / 1d8+2, Grapple +2
Possessions: 2200 sp. 1 Masterwork Common Melee. 1 Masterwork Uncommon Weapon.
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Their contribution stands as a beacon of hope for all adventurers!