Nykkan Imbixtellrhyst, Male Dragonborn [Permalink]
Personal [hide]
Description: He wears suspenders and green workpants. His shirt is tan, and he wears a heavy green leather apron most of the time, and carries shortbows. His copper crest is heavily combed to the left. He was beautiful and young once, which still shows through his age, but it is a faded beauty.
Personality: Deceptive and manipulative this western guy figured out how to best use his charms to convince people to do what he wants. 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, Nykkan is combative with any and all who dare try his patience in the slightest.
History: A child with a great deal of dancing talent his parents made sure he got the chance to thrive. His parents died when he was young, and he was unceremoniously dumped in the city orphanage. Nykkan 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 Nykkan. He has never given up on his dancing dream.
Motivation: He has comitted a past crime that haunts him to this day; and seeks redemption
Ideals: Fighting, Justice, Artistic. Bonds: Attractive, Criminal record. Occupation: Junk Dealer
Voice: High pitched and raspy
Attributes [hide]
Medium (6'2") Dragonborn, Chaotic Neutral (CR 1)
Armor Class 10
Hit Points 12 (1d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 11 (+0) | 15 (+2) | 17 (+3) | 16 (+3) | 14 (+2) |
Senses Passive Perception 13
Languages Common, Ignan, Terran, Abyssal
Attacks Melee +6 / 1d4+4, Ranged +2 / 1d4+0, Grapple +4
Possessions: Just what you see.
Nagrette Weston, Female Half-Orc [Permalink]
Personal [hide]
Description: This slender woman stands about 4'10". She prefers to wear the grand gowns of high society. She carries her fan with her everywhere and carries herself as the perfect lady. Her black hair is knotted and matted. She wears an eyepatch.
Personality: Nagrette is a sociable creature first and foremost. She loves to listen to people at length before talking their ear off. She can carry on conversation for hours and will do so. She is harsh and unforgiving.
History: Sold as a small child to a necromancer, Nagrette was an assistant, and all too frequently test subject. She eventually earned her freedom when her former master disappeared. Through the years after Nagrette was born, her father became increasingly distant from her family, instead choosing to pursue power in the west. Nagrette's father didn't care for her much, and the feeling was mutual. She now mingles about in high society.
Motivation: She is not mentally stable, and does not behave rationally; and she is greedy
Ideals: Extrovert. Flaws: Ugly, Antagonistic. Bonds: Rich, Mentor. Occupation: Navigator
Voice: High pitched and raspy
Attributes [hide]
Medium (4'10") Half-Orc, Neutral Good (CR 2)
Armor Class 9
Hit Points 15 (2d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 9 (-1) | 15 (+2) | 8 (-1) | 12 (+1) | 11 (+0) |
Senses Passive Perception 11
Languages Common, Orc
Attacks Melee +2 / 1d6+0, Ranged +1 / 1d6-1, Grapple +2
Possessions: 10000 cp.
Ar-Gul Marlee, Male Half-Orc [Permalink]
Personal [hide]
Description: Relatively heavier built than your average man, he is not imposing. He wears a custom-built plate barding that's adorned with white lining and desert motifs. His head has been shaved. He has gleaming, smiling blue eyes.
Personality: He is a jovial happy person, but he is convinced people are living their lives too quickly. He does not mind isolation but does not hate company and attempts to receive them as best as possible.
History: He was born with several neurological imbalances, which makes sleep difficult for him. It may also be what makes him so good at details. When he was little, his rather wealthy family often ventured across the forest 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 forest due to the painful memories there. Ar-Gul took refuge in the large cave and found the beat up spear and armor he uses now. He was recently attacked on the road and savagely beaten by bandits.
Motivation: Wants to have a good time and be beloved.
Ideals: Optimist, Extrovert. Flaws: Ugly, Disease, Insomniac. Occupation: Junk Dealer
Voice: Deep voice with rolling R's
Attributes [hide]
Medium (6'8") Half-Orc, Neutral Good (CR 2)
Armor Class 12
Hit Points 18 (2d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 15 (+2) | 10 (+0) | 11 (+0) | 14 (+2) | 10 (+0) |
Senses Passive Perception 12
Languages Common, Orc
Attacks Melee +5 / 1d6+3, Ranged +4 / 1d6+2, Grapple +3
Possessions: Just what you see.
Umpen Timbers, Male Gnome [Permalink]
Personal [hide]
Description: He is an average looking northern male in his early mid-life. He typically wears blue cloth garments or leather armor. He has a white handlebar mustache and slicked back white hair. His brown eyes are slightly larger than normal.
Personality: He is quiet and anti-social and can barely make it a few minutes in conversation before his hampering stammer kicks in. He disdains his fellow northerners, claiming they make him look unintelligent just for using an accent.
History: He was born in the north, but his parents moved at a very young age to the east. His parents divorced when he was young, and his father gained full cudstody. He was regularly beaten by his father, who blamed him for driving them apart. He hasn't been sleeping well lately.
Motivation: He is not mentally stable, and does not behave rationally; and to get a good night's sleep
Flaws: Shy, Antagonistic, Insomniac, Insane. Bonds: Immigrant. Occupation: Banker
Voice: Indian accent
Attributes [hide]
Small (3'6") Gnome, Chaotic Evil (CR 1)
Armor Class 13
Hit Points 9 (1d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
7 (-2) | 14 (+2) | 13 (+1) | 15 (+2) | 14 (+2) | 14 (+2) |
Senses Passive Perception 14
Languages Common, Gnome, Undercommon, Aquan
Attacks Melee +0 / 1d4-2, Ranged +4 / 1d4+2, Grapple +2
Possessions: 40 gp. 1 Masterwork Common Melee.
Jane Birkenhead, Female Human [Permalink]
Personal [hide]
Description: She is an average looking western female in her early mid-life. She wears silk and lounges about seductively. She has a long golden ponytail with little hanging trinkets. Her half smiles and hazel eyes are beguiling and draw you in.
Personality: Overbrimming with self-confidence, Jane isn't afraid of most anything. She has a strong dislike to people who do not believe in Human unity. She constantly seizes attention wherever she goes and has come to expect this respect from everyone. She likes to think of herself as merciful, but nonetheless is very strict.
History: A powerful brothel owner made her what she is. From her teen years she was always beautiful and desirable, so people have always doted on her. Being a Layabout kept her interest for a while, but then she became depressed and bored. So she turned to a secret life of crime, taking increasingly more risks and challenges.
Motivation: To reunite with her absent father; and find a way to reverse the transformation of her brother
Ideals: Impeccable. Bonds: Attractive, Mentor, Criminal record, Family. Occupation: Layabout
Voice: Spits words with contempt
Attributes [hide]
Medium (5'3") Human, Chaotic Evil (CR 1)
Armor Class 12
Hit Points 9 (1d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 15 (+2) | 9 (-1) | 18 (+4) | 18 (+4) | 12 (+1) |
Senses Passive Perception 14
Languages Common, Goblin, Undercommon, Orc, Druidic
Attacks Melee +3 / 1d4+1, Ranged +4 / 1d4+2, Grapple +2
Possessions: 50 gp.
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