Krakhorn Peyton, Male Half-Orc [Permalink]
Personal [hide]
Description: He has a missing right arm. He prefers to wear black pants and tee shirts. His hair is always cut to a buzz. He tend to wears goggles to shield his eyes.
Personality: He is very quiet and rarely speaks above a whisper. The war was a terrible time for him, and Krakhorn does not often speak of it. When he does, he does so with a strained expression and tears in his eyes.
History: He comes from a rich western family. His mother was a soldier and died while he was still young. Krakhorn was left his mother's suit of armor and trained in its use and care. He remains aloof and afraid to be himself due to all the ideals others have placed upon him.
Motivation: He loathes his own lifestyle; and he wants nothing more than to rejoin the army
Flaws: Shy, Depressed. Bonds: Military, Rich. Occupation: Guard
Voice: Relaxed voice
Attributes [hide]
Medium (6'6") Half-Orc, Chaotic Neutral (CR 4)
Armor Class 11
Hit Points 30 (4d8)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 13 (+1) | 12 (+1) | 8 (-1) | 13 (+1) | 11 (+0) |
Senses Passive Perception 11
Languages Common, Orc
Attacks Melee +5 / 1d10+3, Ranged +3 / 1d10+1, Grapple +3
Possessions: 600 gp. Jet (90 gp). Sardonyx (50 gp). Rhodochrosite (14 gp). Azurite (14 gp).
Elaim Bigtoe, Male Dwarf [Permalink]
Personal [hide]
Description: He is lean but muscular and wears tight fighting clothing, which leaves very little to the imagination. His long silver hair is drawn into a two foot long braid. This hazel eyed easterner is not easily forgotten.
Personality: His voice, at times compared to that of a Nymph, lambasts those who consider themselves "civilized" with snide, belittling remarks; the subtle growl he speaks with growing louder in doing so, one can find it most pronounced, despite the otherwise natural purity of his tone. He has the money to obtain near anything and knows that if you pay a man enough he will sell his own mother. Money is his most trusted friend.
History: He was born the only child of a wealthy merchant. 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 south. He now has a substantial network of resources ranging from contacts to ships to peers.
Motivation: Money/treasure; and to unite with his brother
Ideals: Fighting, Entrepeneur. Flaws: Cynical. Bonds: Rich, Family. Occupation: Crown-heir
Voice: Mousy voice
Attributes [hide]
Medium (4'1") Dwarf, True Neutral (CR 12)
Armor Class 9
Hit Points 109 (12d10)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 9 (-1) | 15 (+2) | 13 (+1) | 16 (+3) | 15 (+2) |
Senses Passive Perception 13
Languages Common, Dwarven, Celestial
Attacks Melee +5 / 3d10+1, Ranged +3 / 3d10-1, Grapple +1
Possessions: 1000 gp. 1 Minor magic item. 1 Minor magic item.
Einkil Rakankrak, Male Dwarf [Permalink]
Personal [hide]
Description: His skin has the orange glow of too much sun. He tends to wear a heavy leather apron. Coupled with his rolled up shirt sleeves this gives him a very relaxed look. His hair is always cut to a buzz. He wears a mask on his face.
Personality: In the realm of puns, he cannot help himself. He feels obliged to make them. His job bores him to no end. He has decided to make it more interesting.
History: He was born the only child of a wealthy merchant. Einkil was a troubled youth. He spent his days as a hard laborer instead of attending school, and spent his evenings with numerous mobsters and gang members. Einkil decided he wanted neither the life of his father nor that of the evil petty criminals he associated with. During his early adolescence, he took a sudden opportunity while working the docks and commandeered a vessel that was left unmanned. He came across an abandoned tomb where he found a relic that called out to him. After picking it up he was cursed by unlife.
Motivation: A strong sense of loyalty to Tabaxi people; and he wants to meet his childhood hero
Ideals: Joker, Entrepeneur. Flaws: Disease, Racist. Bonds: Adventurer, Criminal record. Occupation: Animal Trainer
Voice: Loud with bravado
Attributes [hide]
Medium (4'0") Dwarf, Neutral Evil (CR 10)
Armor Class 13
Hit Points 36 (10d4)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 17 (+3) | 12 (+1) | 11 (+0) | 13 (+1) | 11 (+0) |
Senses Passive Perception 11
Languages Common, Dwarven
Attacks Melee +7 / 3d6+3, Ranged +7 / 3d6+3, Grapple +3
Possessions: 4000 sp. Coral (80 gp). Sard (60 gp). Iolite (60 gp). Lapis lazuli (8 gp). Chrysoprase (60 gp). 1 Minor magic item.
Alberich Bloodkith, Male Dwarf [Permalink]
Personal [hide]
Description: He is a small man, but exceptionally fit. He is generally shirtless and showing off his tattooed chest. His auburn hair is smooth and relatively long. He has a very pronounced jaw and large eyebrows. He wears rectangular glasses with silver brims.
Personality: He takes his job very seriously, in part because he fears he cannot get a new one. He moves from fascination to fascination almost instantaneously. If something can keep his interest for a month it is impressive.
History: Born in the north to a Barber, Alberich learned a great deal about his father's area of expertise. He found a children's book about a Dwarf Expert who fought for good and justice and never realised it was just a child's story. He modeled his life after the story, seeing himself destined a hero. He has gone from town to town till he finds a spot where he can set up a sustainable business.
Motivation: Expand his business; and he has a crush on the local bookbinder
Ideals: Athletic. Flaws: Hedonist. Bonds: Job, Adventurer, Has a crush. Occupation: Barber
Voice: Speaks with lips pursed
Attributes [hide]
Medium (3'11") Dwarf, Neutral Good (CR 4)
Armor Class 11
Hit Points 33 (4d6)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 13 (+1) | 17 (+3) | 14 (+2) | 10 (+0) | 15 (+2) |
Senses Passive Perception 10
Languages Common, Dwarven, Gnoll, Terran
Attacks Melee +2 / 1d10+0, Ranged +3 / 1d10+1, Grapple +1
Possessions: 40000 sp. 1 Masterwork Common Melee. 1 Masterwork Uncommon Weapon.
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Their contribution stands as a beacon of hope for all adventurers!

