Xanaphia Teinithra, Female Elf [Permalink]
Personal [hide]
Description: A pudgy woman standing about 5'0" has a big stupid grin on her face most of the time. She wears a blue shirt with thin green vertical stripes and blue pants. She sports white long hair. She wears large thick round spectacles.
Personality: She considers herself the protector of her home. She feels this is her duty and calling. She is a bit of a macho woman and will challenge people to random contests of strength and skill, and invite them to random hunting and fishing trip.
History: She got into the Banker business at a young age. When she was little, her rather wealthy family often ventured across the island to a summer home near a ruined castle. She would wander through that ruined castle 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 island due to the painful memories there. Xanaphia took refuge in the ruined castle and found the beat up monstrous two handed axe and armor she uses now. She has worked as a Banker like her mother before her.
Motivation: She is unsatisfied with her job.
Ideals: Fighting. Bonds: Guardian, Nature, Job, Immigrant. Occupation: Banker
Voice: Thin and wheezing
Attributes [hide]
Medium (5'0") Elf, Chaotic Evil (CR 3)
Armor Class 14
Hit Points 10 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 18 (+4) | 6 (-2) | 14 (+2) | 9 (-1) | 12 (+1) |
Senses Passive Perception 9
Languages Common, Elven, Druidic, Gnome
Attacks Melee +3 / 1d8+1, Ranged +6 / 1d8+4, Grapple +3
Possessions: 20000 cp.
Azgrom Read, Male Half-Orc [Permalink]
Personal [hide]
Description: This man stands a little under 6'1" and is a bit bulky. He is very muscular particularly in the legs. He wears a black vest and prefers pastel and blue shirts. His boots appear to have been at one point steel toed but are quite worn down. He has styled his red hair well, parting it to the right. He wears an eyepatch.
Personality: He has schizophrenia that causes him to hear things that aren't there and will sometimes respond to them. He is often prim and proper but will on occasion tell either really disgusting or offensive jokes, which seem out of character.
History: Azgrom was born to in a poor docking district. He spent his early days working in the same smith shop his father was employed at, doing general labor. In his 13th year, his parents were killed by a giants raid, leaving Azgrom alone in the world. After a stint in an orphanage, he was adopted. He was recently attacked on the road and savagely beaten by bandits.
Motivation: His name or reputation has been wronged in the past by giants, and he desires to right it.
Ideals: Joker. Flaws: Ugly, Disease. Bonds: Poor, Enemies. Occupation: Sculptor
Voice: French accent
Attributes [hide]
Medium (6'1") Half-Orc, Lawful Neutral (CR 1)
Armor Class 11
Hit Points 11 (1d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 12 (+1) | 13 (+1) | 10 (+0) | 9 (-1) | 8 (-1) |
Senses Passive Perception 9
Languages Common, Orc
Attacks Melee +6 / 1d4+4, Ranged +3 / 1d4+1, Grapple +4
Possessions: 10 pp. Star rose quartz (80 gp). 1 Masterwork Common Melee.
Katherine Marleigh, Female Human [Permalink]
Personal [hide]
Description: She wears loose pants and a collared shirt complete with sweater beneath her coat. Her skin is fair and her fingers are delicate and long. Her brown hair, when down, is lengthy. Her eyes are green and catlike.
Personality: Quiet and reserved she prefers to listen than to talk. She will nod occasionally and communicate nonverbally. She will pursue extreme courses of action in the short term, confident that they cannot fail.
History: Born to a pair of adventurers, Katherine grew up listening to her mother's many stories. In her formative years she discovered how persuasive she was. She began using that to her advantage selling useless wares at inflated prices. She has been a successful dealer in antiques buying low and selling high.
Motivation: She will attempt to ambush and attack anyone she thinks she can take on alone and try to knock them out with non-lethal damage. If successful, she will try to sell them to her slave-trader contact; and she is a bit of a kleptomaniac
Ideals: Entrepeneur. Flaws: Shy, Impulsive. Bonds: Adventurer, Criminal record. Occupation: Mercenary
Voice: Puts emphasis on the wrong words
Attributes [hide]
Medium (5'1") Human, Chaotic Evil (CR 1)
Armor Class 11
Hit Points 13 (1d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 13 (+1) | 12 (+1) | 16 (+3) | 18 (+4) | 17 (+3) |
Senses Passive Perception 14
Languages Common, Gnoll, Halfling, Celestial
Attacks Melee +4 / 1d4+2, Ranged +3 / 1d4+1, Grapple +2
Possessions: Just what you see.
Naamah Judgment, Female Tiefling [Permalink]
Personal [hide]
Description: She wears a shirt that is too small, which lets her gut show, with a ratty black coat over it. She has wavy brown hair. She wears an eyepatch.
Personality: Stoic and calm, she prefers to meditate than take action. She believes the world needs to unite to get rid of goblins once and for all.
History: She was born in the north. She took after her father in leading caravans. Because they were valued, her father taught her to defend herself. When her father died while fighting goblins, the young Naamah began to lead the lost caravan. She now has a substantial network of resources ranging from contacts to ships to peers.
Motivation: She wants revenge against goblins.
Ideals: Disciplined, Entrepeneur. Flaws: Ugly. Bonds: Enemies, Immigrant. Occupation: Roofer
Voice: Speaks with lower jaw sticking out
Attributes [hide]
Medium (4'9") Tiefling, Chaotic Neutral (CR 1)
Armor Class 12
Hit Points 11 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 14 (+2) | 16 (+3) | 10 (+0) | 16 (+3) | 14 (+2) |
Senses Passive Perception 13
Languages Common
Attacks Melee +3 / 1d4+1, Ranged +4 / 1d4+2, Grapple +2
Possessions: 800 sp.
Nutae Floshem, Male Elf [Permalink]
Personal [hide]
Description: He is a man of bearing and well nourished. He wears blue robes with leather pauldrons. Though occasionally he wears more armor. He prefers to carry a longsword, but if one is not available he will default to his kukri. He has done his best to style his blonde hair to look like a famous performer. He has green eyes and a blue hat with a green feather.
Personality: He is quiet and reserved most of the time, but warms up to people very quickly. Around friends he is liable to tell dirty jokes and enjoy himself. He is a very good compulsive liar and kleptomaniac.
History: Nutae was born into a poor family. Growing up, he dreamt of becoming a Wizard, to bring honor to his family’s name. When he came of age, he applied for a position with his town's local guard, looking to work his way up via merit and eventually become a Wizard in service of a powerful lord somewhere. His parents died when he was young, and he was unceremoniously dumped in the city orphanage. Nutae grew up in the orphanage, tormented by the older kids and famished from lack of food. To avoid death by starvation, most orphans take to a life of crime or prostitution (often both), and so did Nutae. He used his abilities to trick people and travel the world for free.
Motivation: Seeks redemption; and he has passion for adventuring and risk
Ideals: Joker. Bonds: Criminal record, Poor, Adventurer. Occupation: Sellsword
Voice: German accent
Attributes [hide]
Medium (5'5") Elf, Chaotic Neutral (CR 1)
Armor Class 11
Hit Points 2 (1d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 13 (+1) | 7 (-2) | 14 (+2) | 10 (+0) | 12 (+1) |
Senses Passive Perception 10
Languages Common, Elven, Auran, Gnome
Attacks Melee +4 / 1d4+2, Ranged +3 / 1d4+1, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 3 | 1 | 0 | 0 | 0 |
Possessions: 20 gp. Golden yellow topaz (200 gp).
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Their contribution stands as a beacon of hope for all adventurers!