Ohr Spalding, Male Half-Orc [Permalink]
Personal [hide]
Description: This man likes to wear white tank tops with green pants. He is muscular with a powerful set of arms. With bright chestnut hair and a scraggly beard. His gray eyes peer out from beneath his broad white hat.
Personality: He is a hateful person. He taunts others and blames them for his problems. He is obsessed with a lost civilization.
History: Trained by his father for as long as he can remember he had it drilled in his head that it was his duty to serve his country. His childhood dream was to be a Herbalist, but he was a colossal failure. He spent several years traveling with his friend, before both settled down to enjoy the fruits of their adventures.
Motivation: He's repulsed by the PC.
Flaws: Antagonistic. Bonds: Adventurer, Military, Job. Occupation: Locksmith
Voice: pre-pubescent
Attributes [hide]
Medium (6'10") Half-Orc, Lawful Good (CR 3)
Armor Class 11
Hit Points 6 (3d4)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 12 (+1) | 9 (-1) | 7 (-2) | 11 (+0) | 9 (-1) |
Senses Passive Perception 10
Languages Common, Orc
Attacks Melee +6 / 1d8+4, Ranged +3 / 1d8+1, Grapple +4
Possessions: 300 gp. 1 Banded mail. 1 Masterwork studded leather. 1 Masterwork Light wooden shield.
Wymar Kitchur, Male Human [Permalink]
Personal [hide]
Description: He wears grey robes with leather pauldrons. Though occasionally he wears more armor. He prefers to carry a kukri, but if one is not available he will default to his shortbow. He carries a battered kukri and tarnished shortbow as well. He has a auburn handlebar mustache and slicked back auburn hair. He tend to wears goggles to shield his eyes.
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 does not regard money as being a problem because it has never been a problem for him. He lives in a bit of an ivory tower believing all problems are one quick intervention away from being solved.
History: He was born in the south, but his parents moved at a very young age to the east. His spouse left him for another, whom he beat to an almost bloody pulp. He did not win them back, but he came to a realization. To get what you want from life, you must take it. He knows his nephew is from a royal line that had remained secret for centuries, but promised not to tell anyone. So far, no-one knows but him.
Motivation: To fight the greatest warriors and to fight in the greatest battles ever.
Ideals: Fighting, Joker. Bonds: Rich, Immigrant. Occupation: Cook
Voice: Farmer accent
Attributes [hide]
Medium (5'10") Human, Chaotic Neutral (CR 1)
Armor Class 12
Hit Points 3 (1d4)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 15 (+2) | 8 (-1) | 12 (+1) | 8 (-1) | 13 (+1) |
Senses Passive Perception 9
Languages Common, Terran
Attacks Melee +5 / 1d4+3, Ranged +4 / 1d4+2, Grapple +3
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 11 | 3 | 1 | 0 |
Possessions: 110 gp.
Sannl Aranore, Female Dwarf [Permalink]
Personal [hide]
Description: This exceptionally lanky woman wears a worn and beaten armor. Her silver hair is slicked back into a classic pompadour. She has blue eyes.
Personality: She is irritable and easily angered. She is a bit of a bully and is not afraid to use her stature and powers to intimidate and hurt. She does not regard money as being a problem because it has never been a problem for her. She lives in a bit of an ivory tower believing all problems are one quick intervention away from being solved.
History: Born in the south to a Merchant, Sannl learned a great deal about her father's area of expertise. A gifted student she started as a Mason, but she got bored and became a Merchant. She got away from her former life and has fallen to alcoholism.
Motivation: She is unsatisfied with her job; and she loathes her own lifestyle
Flaws: Antagonistic, Addict, Depressed. Bonds: Rich, Job. Occupation: Merchant
Voice: Sleepy voice
Attributes [hide]
Medium (4'3") Dwarf, Neutral Good (CR 11)
Armor Class 10
Hit Points 89 (11d8)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 11 (+0) | 16 (+3) | 11 (+0) | 10 (+0) | 7 (-2) |
Senses Passive Perception 10
Languages Common, Dwarven
Attacks Melee +4 / 3d8+0, Ranged +4 / 3d8+0, Grapple +0
Possessions: 1700 gp. Red spinel (70 gp). Tiger eye turquoise (16 gp). Rich purple corundum (600 gp). Moss agate (16 gp). Rhodochrosite (16 gp). Blue quartz (16 gp). 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Mara Ofandrus, Female Elf [Permalink]
Personal [hide]
Description: This younger middle-aged woman wears a blue cloak and cross-gartered red stockings, and a wedding ring on her right hand. Her red hair is wavy and long. She wears round tiny glasses practically rammed into her face.
Personality: She is not truly malevolent, but she is obsessed with singing. She constantly tries to fill her life with singing. She is lazy and tries to find solutions quickly.
History: A child with a great deal of singing talent her parents made sure she got the chance to thrive. She sought a place where she would be rewarded solely on the merits of her skills. This search led her directly into Mayor work with an outfit from a few towns over. Mayor work suited her well, and with each successful project, she earned more gold and more respect from her peers. She has since lost track of the people in her past.
Motivation: Wants to raise her children well.
Ideals: Artistic. Flaws: Lazy. Bonds: In love, Job, Family. Occupation: Mayor
Voice: Speaks with lower jaw sticking out
Attributes [hide]
Medium (4'9") Elf, Lawful Neutral (CR 10)
Armor Class 13
Hit Points 44 (10d12)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 17 (+3) | 7 (-2) | 14 (+2) | 13 (+1) | 12 (+1) |
Senses Passive Perception 15
Languages Common, Elven, Draconic, Abyssal
Attacks Melee +6 / 3d6+2, Ranged +7 / 3d6+3, Grapple +3
Possessions: 1900 gp.
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Their contribution stands as a beacon of hope for all adventurers!


