Adran Koehlanna, Male Half-Elf [Permalink]
Personal [hide]
Description: He wears a faded coat and loose pants complete with broad hat. He carries with him a set of lances on his belt, each one with a jet on the hilt. He has a white handlebar mustache and slicked back white hair. His eyes are green.
Personality: Adran is depressed about a lot of things. He tends to be a nihilist. He has a taste for the finer things and spends a great deal of money on luxuries, some more exotic than others.
History: A child with a great deal of painting talent his parents made sure he got the chance to thrive. In his 12th year, while out on a day-trip, he returned to find his hometown burning and destroyed. He found his mother impaled in their home, and his father beheaded. He saw the man who walked out, and charged him in a blind rage. The man easily evaded and defeated him, leaving him to live broken and terrified. Recently a tribe of orcs attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Adran fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: He feels threatened by others; and he has money and likes to spend it
Ideals: Fighting, Artistic. Flaws: Depressed, Fearful. Bonds: Rich. Occupation: Laborer
Voice: Speaks fast with a slight lisp
Attributes [hide]
Medium (5'7") Half-Elf, Chaotic Neutral (CR 1)
Armor Class 10
Hit Points 9 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 11 (+0) | 12 (+1) | 12 (+1) | 13 (+1) | 17 (+3) |
Senses Passive Perception 11
Languages Common, Elven, Ignan
Attacks Melee +3 / 1d4+1, Ranged +2 / 1d4+0, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 2 | 1 | 0 |
Possessions: 200 sp.
Silvo Shadowquick, Male Halfling [Permalink]
Personal [hide]
Description: This dark-skinned male 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. He is tall, broad shouldered and powerfully built. His hair is cut close to his head. His eyes are a pleasant blue.
Personality: Aggressive, abrasive, and angry, Silvo embodies much of what other species detest in the Halflings. He never wears the same outfit twice, unless he absolutely has to.
History: Born in the south his family was never financially stable. His mother was supposedly a charlatan fortune teller, but he insists his mother was legitimate. Lacking all sense, he decided to go on an adventure. He picked a direction and started trekking.
Motivation: He has a rivalry with the Church that dominates his actions; and he's repulsed by the pc
Ideals: Artistic. Flaws: Antagonistic. Bonds: Adventurer, Poor, Religious. Occupation: Beggar
Voice: Soothing and warm
Attributes [hide]
Small (3'2") Halfling, Chaotic Evil (CR 1)
Armor Class 15
Hit Points 11 (1d10)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 18 (+4) | 13 (+1) | 13 (+1) | 13 (+1) | 11 (+0) |
Senses Passive Perception 13
Languages Common, Halfling, Draconic
Attacks Melee +2 / 1d4+0, Ranged +6 / 1d4+4, Grapple +4
Possessions: 200 sp. 1 Smokesticks.
Sammal Trust, Male Tiefling [Permalink]
Personal [hide]
Description: This man wears very tight pants and wife beaters, though occasionally he sports a green coat. He has a penchant for wearing a ring with an oversized amethyst on his left hand. His hair, while still mostly dark red, has prominent grey streaks. His face is full, his cheeks are rosy, and he always seems to sport a perfect smile and a twinkle in his gold eyes.
Personality: He can speak with the dead, and doesn't see much difference between the living and dead. He is terrible with names forgetting people's names several times before they finally stick; this causes him no end of embarrassment.
History: The child of a Mercenary, who enjoyed hunting, Sammal was taken on many hunting expeditions. When he was little, his rather wealthy family often ventured across the desert to a summer home near a old dungeon. He would wander through that old dungeon and adventure through it for days. One day while adventuring a terrible storm took place and he was stranded inside. His family spent the next few days looking for him, and could only assume he was dead when it came time to leave. The family never returned to the desert due to the painful memories there. Sammal took refuge in the old dungeon and found the beat up sickle and armor he uses now. He has built up a small fortune and can afford his own way.
Motivation: He has money and likes to spend it; and he uses money and sex appeal to get what he needs
Ideals: Gifted. Flaws: Forgetful. Bonds: Rich, Attractive, Nature. Occupation: Architect
Voice: Prounounces S like Z
Attributes [hide]
Medium (5'4") Tiefling, Neutral Evil (CR 3)
Armor Class 13
Hit Points 15 (3d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 17 (+3) | 15 (+2) | 14 (+2) | 12 (+1) | 10 (+0) |
Senses Passive Perception 11
Languages Common, Orc, Abyssal
Attacks Melee +4 / 1d8+2, Ranged +5 / 1d8+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 6 | 5 | 0 | 0 | 0 |
Possessions: 9000 cp. Onyx (60 gp). 1 Banded mail. 1 Breastplate.
Quick On the Water, Female Tabaxi [Permalink]
Personal [hide]
Description: An older woman who very much looks the part of a Assassin, she is not a threatening figure. Her long gray fur is drawn into a two foot long braid. She wears large thick round spectacles.
Personality: She considers herself the perfect lady. She makes a point to always show proper etiquette and frequently critiques the etiquette of others. Quick enjoys physical pleasures, and is well known for her love of warm baths in the hot springs near the town.
History: When she was but 3 years old her parents immigrated from the west. After coming to the age of reason, Quick took it upon herself to study the necromantic arts in their entirety; because of this, she was labeled a dark omen and banished from her homeland. She has drifted from career to career and currently works as a Assassin.
Motivation: Wants to open a new tavern; and she feels the way she acts is they only way to get by in the world
Ideals: Impeccable, Gifted. Flaws: Hedonist. Bonds: Job, Immigrant. Occupation: Assassin
Voice: Hissing voice
Attributes [hide]
Medium (4'7") Tabaxi, Lawful Neutral (CR 3)
Armor Class 13
Hit Points 6 (3d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 16 (+3) | 9 (-1) | 17 (+3) | 16 (+3) | 11 (+0) |
Senses Passive Perception 13
Languages Common, Giant, Infernal, Aquan
Attacks Melee +5 / 1d8+3, Ranged +5 / 1d8+3, Grapple +3
Possessions: 200 gp. Obsidian (11 gp). 1 Half-Plate.
Kansif Sutherland, Female Half-Orc [Permalink]
Personal [hide]
Description: A hulking woman with gigantic muscles, she wears suspenders and white workpants. Her shirt is brown, and she wears a heavy white leather apron most of the time. Her hair, while still mostly golden, has prominent grey streaks. Her fierce gray eyes like to dwell on things.
Personality: She will rave to anyone who will listen. Energy wise she seems alert and responsive.
History: A child with a great deal of dancing talent her parents made sure she got the chance to thrive. While she appears to be a normal Half-Orc, she's... not quite right. Perhaps she's slightly insane, or otherwise so mentally alien to the rest of the world that she plain doesn't fit in. She was betrayed by a partner and left for dead, teaching her a humbling lesson in trusting others.
Motivation: Her name or reputation has been wronged in the past by giants, and she desires to right it; and she wants revenge against giants
Ideals: Professionalism, Artistic. Flaws: Insane, Antagonistic. Bonds: Enemies. Occupation: Bellfounder
Voice: Sensual and smooth
Attributes [hide]
Medium (6'3") Half-Orc, Neutral Good (CR 2)
Armor Class 12
Hit Points 16 (2d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 14 (+2) | 15 (+2) | 9 (-1) | 11 (+0) | 13 (+1) |
Senses Passive Perception 10
Languages Orc
Attacks Melee +5 / 1d6+3, Ranged +4 / 1d6+2, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 3 | 1 |
Possessions: 200 sp.
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