Dûgza Winterbourne, Male Half-Orc [Permalink]
Personal [hide]
Description: His skin is bronze and flawless. He wears a large hat to cast shadows over his face and wears ponchos to better hide his body. He is an epitome of beauty. He has a long silver beard with little hanging trinkets. This hazel eyed northerner is not easily forgotten.
Personality: He is enamored with his job. He loves it. He likes the challenge and he likes helping those less fortunate than him. He is frequently practicing swordplay.
History: His history is one of pain. He was disowned by both parents and raised among the slaves his parents kept. When he was little, his rather wealthy family often ventured across the island to a summer home near a large cave. He would wander through that large cave 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 island due to the painful memories there. Dûgza took refuge in the large cave and found the beat up flail and armor he uses now. He struck the Marshal job and began his own company from there.
Motivation: He'd like to take his coworkers down a peg; and sabotage a competitor
Bonds: Attractive, Job, Military, Slave, Nature. Occupation: Marshal
Voice: Gruff and masculine
Attributes [hide]
Medium (5'0") Half-Orc, Neutral Evil (CR 2)
Armor Class 12
Hit Points 14 (2d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 15 (+2) | 10 (+0) | 11 (+0) | 13 (+1) | 11 (+0) |
Senses Passive Perception 11
Languages Common, Orc
Attacks Melee +4 / 1d6+2, Ranged +4 / 1d6+2, Grapple +2
Possessions: 230 gp.
Grai Everleigh, Female Half-Orc [Permalink]
Personal [hide]
Description: She wears black trousers with blue and red striped suspenders. She wears various colorful collared shirts. Her attire stands in sharp contrast to her sai, which is beautifully polished and possesses an ornate carving of a butterfly on it. Her hair is always cut to a buzz. She wears crescent spectacles with a black brim.
Personality: Prone to second guessing herself, she comes off as nervous. She is afraid of women and trembles around them
History: She was born on a small isolated farm. When she was little, her rather wealthy family often ventured across the desert to a summer home near a old dungeon. She would wander through that old dungeon and adventure through it for days. One day while adventuring a terrible storm took place and she was stranded inside. Her family spent the next few days looking for her, and could only assume she was dead when it came time to leave. The family never returned to the desert due to the painful memories there. Grai took refuge in the old dungeon and found the beat up sai and armor she uses now. She now owns her own business.
Motivation: To be a Barrister again; and further expansion of business
Flaws: Shy. Bonds: Nature, Job. Occupation: Spice Merchant
Voice: Scandinavian accent
Attributes [hide]
Medium (5'9") Half-Orc, Lawful Evil (CR 2)
Armor Class 12
Hit Points 15 (2d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 14 (+2) | 11 (+0) | 12 (+1) | 10 (+0) | 12 (+1) |
Senses Passive Perception 10
Languages Common, Orc, Aquan
Attacks Melee +5 / 1d6+3, Ranged +4 / 1d6+2, Grapple +3
Possessions: 1700 sp. Rock crystal (20 gp). Blue quartz (13 gp). Red-brown spinel (150 gp). 1 Masterwork Common Ranged Weapon.
Kilia Gorunn, Female Dwarf [Permalink]
Personal [hide]
Description: This southern woman is abnormally tall. She tends to wear a heavy leather apron. Coupled with her rolled up shirt sleeves this gives her a very relaxed look. Her whole body is exceptionally muscular. Her hair is chestnut and very short. Her green eyes show the wear and tear of someone lonely with a great burden to carry.
Personality: She is quiet and reserved most of the time, but warms up to people very quickly. Around friends she is liable to tell dirty jokes and enjoy herself. She invites people to come help in her community garden.
History: Her parents moved while she was still in utero so she is the first generation to be born here. She always admired psionic-users and wanted to develop the talent, but never had the affinity for it. She spent several years traveling with her friend, before both settled down to enjoy the fruits of their adventures.
Motivation: Wishes to resurrect an old love; and meet up once more with her childhood friend
Ideals: Joker, Philantrophist, Gifted. Bonds: Immigrant, Adventurer, In love. Occupation: Assassin
Voice: Speaks with back of mouth
Attributes [hide]
Medium (4'0") Dwarf, Neutral Evil (CR 2)
Armor Class 12
Hit Points 15 (2d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 14 (+2) | 15 (+2) | 13 (+1) | 13 (+1) | 9 (-1) |
Senses Passive Perception 11
Languages Common, Dwarven, Giant
Attacks Melee +2 / 1d6+0, Ranged +4 / 1d6+2, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 0 | 0 | 0 | 0 |
Possessions: 2000 sp.
Virra Offund, Female Gnome [Permalink]
Personal [hide]
Description: She is of a modest build and height, but she carries herself more imposing than she is. She is renowned for her bright blue dresses and hats. Her auburn hair is well kept. Her brown eyes are slightly larger than normal.
Personality: She is enamored with her job. She loves it. She likes the challenge and she likes helping those less fortunate than her. She has the money to obtain near anything and knows that if you pay a woman enough she will sell her own mother. Money is her most trusted friend.
History: She was raised happily, as a normal child born to her father and mother. Her father taught her the rudiments of the Servant arts, while her mother instructed her in etiquette, music and courtly manner. Her family was turned out during the war. She and her family wandered east to less war torn lands. She knows her nephew is from a royal line that had remained secret for centuries, but promised not to tell anyone. So far, no-one knows but her.
Motivation: Wants to raise her children well; and she is greedy
Flaws: PTSD. Bonds: Job, Rich, Family. Occupation: Servant
Voice: Stutters
Attributes [hide]
Small (3'5") Gnome, Chaotic Neutral (CR 1)
Armor Class 11
Hit Points 12 (1d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 11 (+0) | 18 (+4) | 12 (+1) | 14 (+2) | 13 (+1) |
Senses Passive Perception 12
Languages Common, Gnome, Dwarven
Attacks Melee +2 / 1d4+0, Ranged +2 / 1d4+0, Grapple +0
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 0 | 0 | 0 | 0 | 0 |
Possessions: 30 gp.
Pijjirik Linxakasendalor, Male Dragonborn [Permalink]
Personal [hide]
Description: His right thumb is blackened and bruised, but otherwise he appears quite healthy. He does not wear sleeves and tends to eschew shirts when he can avoid it. His crest is greying and his face has many wrinkles. His eyes are a pleasant red.
Personality: A rambunctious noisy drunk he knows how to make people feel guilty. His actions favor neither the good nor the evil, as he answers to a power that mortal men fail to acknowledge.
History: Gifted from a young age, Pijjirik studied abroad. His childhood dream was to be a Beggar, but he was a colossal failure. He has set out to sabotage the competition.
Motivation: He has passion for adventuring and risk; and to reunite with his old friends
Ideals: Gifted. Flaws: Depressed. Bonds: Religious, Job, Adventurer. Occupation: Laborer
Voice: Cold and demanding tone
Attributes [hide]
Medium (6'7") Dragonborn, Chaotic Good (CR 1)
Armor Class 14
Hit Points 10 (1d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 18 (+4) | 11 (+0) | 16 (+3) | 12 (+1) | 15 (+2) |
Senses Passive Perception 11
Languages Common, Giant, Sylvan, Infernal
Attacks Melee +3 / 1d4+1, Ranged +6 / 1d4+4, Grapple +5
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 0 | 0 | 0 |
Possessions: 70 gp. Red garnet (60 gp). 1 Masterwork Musical instrument.
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Their contribution stands as a beacon of hope for all adventurers!