Nordak Bofdann, Male Dwarf [Permalink]
Personal [hide]
Description: This man wears a well pressed and immaculate suit (or dress). He is muscular with a powerful set of arms. His white hair has been sun bleached extensively. His eyes are likewise brown.
Personality: In the realm of puns, he cannot help himself. He feels obliged to make them. He has a taste for the finer things and spends a great deal of money on luxuries, some more exotic than others.
History: He was born into a rich family. A freak accident while working with his Marshal mother left him crippled. He would ruin relationships and cause injury. He was reprimanded several times before being given his current form and forced to learn humility.
Motivation: Sabotage a competitor; and money/treasure
Ideals: Joker. Flaws: Disease. Bonds: Rich, Criminal record, Job. Occupation: Detective
Voice: Adds syll-ab-les for em-pha-sis
Attributes [hide]
Medium (4'4") Dwarf, Lawful Evil (CR 2)
Armor Class 11
Hit Points 12 (2d4)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 13 (+1) | 14 (+2) | 13 (+1) | 8 (-1) | 11 (+0) |
Senses Passive Perception 9
Languages Common, Dwarven, Abyssal
Attacks Melee +2 / 1d6+0, Ranged +3 / 1d6+1, Grapple +1
Possessions: 150 gp. 1 Half-Plate.
Arnold Caphaxath, Male Half-Elf [Permalink]
Personal [hide]
Description: This western man wears an old set of leather armor, nicked and torn by the ravages of time and battle. His clothes are grease stained in places. His golden hair is well kept and his bushy mustache is tapered upwards at the ends. This gray eyed westerner is not easily forgotten.
Personality: He's a bit of a prankster. He knows he is clumsy and seen as such and will often feign amnesia after injury. He is often prim and proper but will on occasion tell either really disgusting or offensive jokes, which seem out of character.
History: He was born in the west, but his parents moved at a very young age to the south. While he appears to be a normal Half-Elf, he's... not quite right. Perhaps he's slightly insane, or otherwise so mentally alien to the rest of the world that he plain doesn't fit in. He moves from town to town, unable to find a place to settle.
Motivation: He is not mentally stable, and does not behave rationally.
Ideals: Joker. Flaws: Insane. Bonds: Poor, Immigrant. Occupation: Guard
Voice: Creaky witch voice
Attributes [hide]
Medium (5'2") Half-Elf, Chaotic Evil (CR 1)
Armor Class 11
Hit Points 10 (1d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 12 (+1) | 11 (+0) | 14 (+2) | 12 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common, Elven, Orc, Celestial
Attacks Melee +3 / 1d4+1, Ranged +3 / 1d4+1, Grapple +1
Possessions: 5000 cp. 1 Chain shirt.
Raer Mellerelel, Male Half-Elf [Permalink]
Personal [hide]
Description: He has the majority of his body covered in plate. He keeps his long white hair kept up in a rat tail. His blue eyes dart from person to person.
Personality: He has always had a great fascination with Tiefling culture. He does not believe in violence as a means to an end. He is a dedicated Dyer but believes his peers are too gung-ho.
History: He comes from a rich eastern family. At a young age both his parents were killed in an accident. His uncle (a powerful person with enemies on both sides of the law) took him in and had him trained in basic self defense. Recently he has begun working with bootleggers and crooks.
Motivation: He will attempt to ambush and attack anyone he thinks he can take on alone and try to knock them out with non-lethal damage. If successful, he will try to sell them to his slave-trader contact; and seeks redemption
Ideals: Pacifist. Flaws: Racist. Bonds: Rich, Criminal record. Occupation: Dyer
Voice: Middle-eastern accent
Attributes [hide]
Medium (5'3") Half-Elf, Lawful Evil (CR 15)
Armor Class 14
Hit Points 75 (15d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 18 (+4) | 11 (+0) | 11 (+0) | 19 (+4) | 9 (-1) |
Senses Passive Perception 14
Languages Common, Elven
Attacks Melee +6 / 4d8+1, Ranged +9 / 4d8+4, Grapple +4
Possessions: Blue diamond (2000 gp). Jacinth (2000 gp). Zircon (50 gp). Star ruby (700 gp). Blue sapphire (700 gp). Coral (90 gp). Chrysoprase (50 gp). Rock crystal (50 gp). Amethyst (90 gp). Jade (90 gp). Star ruby (700 gp). Chalcedony (50 gp). Malachite (10 gp). 1 Minor magic item. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Sybil Heiser, Female Human [Permalink]
Personal [hide]
Description: She is a mite stocky and does not wear sleeves and tends to eschew shirts when she can avoid it. She wears her red hair up. Her eyes are hazel and she is always smoking a pipe.
Personality: She considers herself a woman of culture and sophistication. She likes a good challenge to her wits. She cannot resist a sob story and will often dote over anyone who has one.
History: She was born at the edge of vast mountains. When she was little, her rather wealthy family often ventured across the mountains 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 mountains due to the painful memories there. Sybil took refuge in the old dungeon and found the beat up crossbow and armor she uses now. She used her abilities to travel the world and help people.
Motivation: Seeks redemption; and she doesn't get along with people that don't share her tastes
Ideals: Impeccable, Philantrophist. Bonds: Nature, Criminal record. Occupation: Cartwright
Voice: Prounounces S like Z
Attributes [hide]
Medium (5'8") Human, Neutral Evil (CR 1)
Armor Class 13
Hit Points 10 (1d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 16 (+3) | 11 (+0) | 15 (+2) | 10 (+0) | 16 (+3) |
Senses Passive Perception 12
Languages Common, Gnome, Abyssal
Attacks Melee +3 / 1d4+1, Ranged +5 / 1d4+3, Grapple +3
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 10 | 0 |
Possessions: Just what you see.
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Their contribution stands as a beacon of hope for all adventurers!


