Sybil Ainsworth, Female Human [Permalink]
Personal [hide]
Description: She wears tight fitting clothing which further accentuates her frame, and she perpetually has her rapier ready. She wears her black hair down. Her otherwise smooth face is marked with small tiny scars.
Personality: She snorts whenever she laughs or is feeling confident. 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 born to a wealthy landowner in a frontier town, living a normal and happy childhood. She was taken from her home at a very young age. She was granted martial powers by her dying sister.
Motivation: Wants to raise her children well; and she is currently in port desperately looking for someone to get her out
Ideals: Fighting, Gifted. Bonds: Attractive, Rich, Slave, Family. Occupation: Apothecary
Voice: Sore throat, cough
Attributes [hide]
Medium (5'0") Human, Chaotic Good (CR 1)
Armor Class 13
Hit Points 4 (1d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 17 (+3) | 10 (+0) | 9 (-1) | 18 (+4) | 16 (+3) |
Senses Passive Perception 14
Languages Common
Attacks Melee +3 / 1d4+1, Ranged +5 / 1d4+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 9 |
Possessions: 20 gp. Deep green spinel (70 gp).
Torgga Rumnaheim, Female Dwarf [Permalink]
Personal [hide]
Description: She very much looks the part of a Architect. She is physically well-built. Her golden hair is cut short. Her green eyes dart from person to person to random spaces in the air.
Personality: She exudes charisma. She is a tour de force of persuasion. She is susceptible to being scared and is in actuality easily frightened. She likes to tell stories.
History: Raised by wardens she was only a novice when giants swooped upon their monastery and killed most of the order. She sought a place where she would be rewarded solely on the merits of her skills. This search led her directly into Architect work with an outfit from a few towns over. Architect work suited her well, and with each successful project, she earned more gold and more respect from her peers. She has taken up leadership of the village's small militia in response to giants demanding more tribute than usual.
Motivation: She wants revenge against giants; and she is wracked by social anxiety
Flaws: Fearful. Bonds: Job, Attractive, Religious, Enemies. Occupation: Architect
Voice: High pitched and raspy
Attributes [hide]
Medium (3'10") Dwarf, Neutral Evil (CR 2)
Armor Class 10
Hit Points 15 (2d6)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 10 (+0) | 14 (+2) | 10 (+0) | 10 (+0) | 11 (+0) |
Senses Passive Perception 10
Languages Common, Dwarven
Attacks Melee +2 / 1d6+0, Ranged +2 / 1d6+0, Grapple +0
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 3 |
Possessions: 1 Masterwork Common Melee.
Traki Iathrana, Male Half-Elf [Permalink]
Personal [hide]
Description: He is in excellent shape and prefers to wear fine silks, though has several suits of combat armor for his hunting needs. He wears a Stetson hat to cover his moderate length white hair. His violet eyes are desperate and heavily dilated. He has the appearance of someone under the heavy influence of drugs.
Personality: He shows great sympathy to all travelers. He's the type to buy drinks and listen to their stories. His respect, as difficult as one would find it to earn, is unwavering; those who more than prove themselves to him, a bar set well above any reasonable standard, he tolerates in varying degrees. Though less modest and more hasty in his reactions to snap at those who irritate him, Traki is combative with any and all who dare try his patience in the slightest.
History: Traki was born in the east. At a young age he loved to build and create. He has chosen to use the inheritance that was left to him frivolously. He got away from his former life and has fallen to alcoholism.
Motivation: He is greedy.
Ideals: Athletic, Philantrophist, Justice, Persistence. Flaws: Addict. Bonds: Rich. Occupation: Interpreter
Voice: Thin and wheezing
Attributes [hide]
Medium (5'2") Half-Elf, Lawful Neutral (CR 2)
Armor Class 11
Hit Points 12 (2d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 13 (+1) | 9 (-1) | 14 (+2) | 13 (+1) | 17 (+3) |
Senses Passive Perception 11
Languages Common, Elven, Druidic, Aquan
Attacks Melee +1 / 1d6-1, Ranged +3 / 1d6+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 0 | 0 | 0 | 0 |
Possessions: 9000 cp. Sardonyx (50 gp).
Ombul Warmwater, Male Halfling [Permalink]
Personal [hide]
Description: An imposing man with a heavy stainless steel prosthetic left leg, he tends to wear a heavy leather apron. Coupled with his rolled up shirt sleeves this gives him a very relaxed look. He has done his best to style his red hair to look like a famous performer. His fair skin shows little sign of his aristocratic breeding.
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 underhanded and not above using his wealth and body to get others to do his bidding.
History: Ombul was born in the east. At a young age he loved to build and create. Being born in the east, he completed his medical training abroad so as to avoid the war. He returned after the war having achieved medical proficiency. He was a general practitioner in the east for years, until he, through no fault of his own, lost a patient who had a very powerful family. Rather than risk reprisal he made his way west. He has since lost track of the people in his past.
Motivation: He is unsatisfied with his job; and doesn't want to be a mortician and was forced into it by his family
Ideals: Joker, Persistence. Bonds: Attractive, Family, Job. Occupation: Mortician
Voice: Speaks with back of mouth
Attributes [hide]
Small (2'10") Halfling, Lawful Good (CR 1)
Armor Class 12
Hit Points 11 (1d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 12 (+1) | 16 (+3) | 14 (+2) | 10 (+0) | 12 (+1) |
Senses Passive Perception 10
Languages Common, Halfling, Sylvan, Terran
Attacks Melee +2 / 1d4+0, Ranged +3 / 1d4+1, Grapple +3
Possessions: 130 gp.
Frederick Ostoroth, Male Half-Elf [Permalink]
Personal [hide]
Description: Runty and weak-looking, he prefers to wear yellow pants and tee shirts. His hair is long and golden with streaks of black, and is pulled back with small yellow clips. His beard is black, braided, and well cared for. He wears crescent spectacles with a black brim.
Personality: He is a very philanthropic person; he spends his free time working at various soup kitchens. He always tries to repair and not replace. It was this mentality that drove him into the Navigator business.
History: Frederick was born in the north. At a young age he loved to build and create. After coming to the age of reason, Frederick took it upon himself to study the martial arts in their entirety; because of this, he was labeled a dark omen and banished from his homeland. He was granted martial powers by his dying brother.
Motivation: He desires power and/or immortality; and he uses money and sex appeal to get what he needs
Ideals: Philantrophist, Persistence, Gifted. Flaws: Ugly. Bonds: Poor. Occupation: Navigator
Voice: Pronounces 'its' and 'is' like 'eats' and 'ease'
Attributes [hide]
Medium (5'7") Half-Elf, Lawful Neutral (CR 1)
Armor Class 13
Hit Points 11 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 16 (+3) | 17 (+3) | 10 (+0) | 13 (+1) | 9 (-1) |
Senses Passive Perception 11
Languages Common, Elven
Attacks Melee +4 / 1d4+2, Ranged +5 / 1d4+3, Grapple +3
Possessions: 30 gp. Red spinel (130 gp). 1 Masterwork Common Melee.
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