Akta Cryptic, Female Tiefling [Permalink]
Personal [hide]
Description: She very much looks the part of a Brewer. She carries a battered mace and tarnished whip as well. She wears a feathered hat to hide her balding. She has gold eyes.
Personality: She swings through moods quickly. One moment she is cool and collected, the next she is carried away by passions. She is afraid of women and trembles around them
History: Born to a pair of adventurers, Akta grew up listening to her mother's many stories. From there she went from mercenary job to mercenary job. She ran away from her former home and has been making her living as a Brewer for the past few years.
Motivation: Further expansion of business.
Ideals: Fighting, Passionate. Flaws: Shy. Bonds: Job, Adventurer. Occupation: Brewer
Voice: Sensual and smooth
Attributes [hide]
Medium (5'0") Tiefling, Lawful Good (CR 2)
Armor Class 11
Hit Points 20 (2d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 12 (+1) | 16 (+3) | 18 (+4) | 13 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common, Orc, Terran, Draconic, Auran
Attacks Melee +5 / 1d6+3, Ranged +3 / 1d6+1, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 0 | 0 | 0 | 0 |
Possessions: 50 gp.
Kadana Chumbyxirinnish, Female Dragonborn [Permalink]
Personal [hide]
Description: A plain young-adult woman, she wears a black coat over a brown low-cut shirt, and a deerstalker hat upon her head. Her crest is gold, silky, and of moderate length. Her face is full, her cheeks are rosy, and she always seems to sport a perfect smile and a twinkle in her gold eyes.
Personality: Kadana 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 submissive, is generally bored by everything, but will take part in whatever people ask of her. She is by nature obliging.
History: She was born with several neurological imbalances, which makes sleep difficult for her. It may also be what makes her so good at details. Since her mother passed away years ago, her father had doted on her, and she came to think her herself as special and better than other people in town. A notion that was reinforced by her attractiveness, a trait in which she easily excels the other women of her town. She hopes to save up enough money to one day pay a cleric to cure her.
Motivation: To protect her home; and to get a good night's sleep
Ideals: Extrovert. Flaws: Shy, Disease, Insomniac. Bonds: Attractive. Occupation: Carpenter
Voice: Old Prospector
Attributes [hide]
Medium (6'3") Dragonborn, True Neutral (CR 4)
Armor Class 10
Hit Points 15 (4d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 11 (+0) | 10 (+0) | 11 (+0) | 14 (+2) | 14 (+2) |
Senses Passive Perception 12
Languages Common
Attacks Melee +4 / 1d10+2, Ranged +2 / 1d10+0, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 5 | 3 | 2 | 0 | 0 |
Possessions: 70 pp. 1 Minor magic item.
Dûgz Springfield, Male Half-Orc [Permalink]
Personal [hide]
Description: He is dressed in a clean white cloak covering his clean studded leather, and carries shortbows. His hair is chestnut, silky, and of moderate length. His eyes are a pleasant blue.
Personality: Overbrimming with self-confidence, Dûgz isn't afraid of most anything. He has a strong dislike to people who do not believe in Half-Orc unity. He also has developed a complete distrust of the Locksmith profession.
History: Gifted from a young age, Dûgz studied abroad. He sought a place where he would be rewarded solely on the merits of his skills. This search led him directly into Barkeep work with an outfit from a few towns over. Barkeep work suited him well, and with each successful project, he earned more gold and more respect from his peers. Recently a tribe of goblins attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Dûgz fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: He'd like to take his coworkers down a peg; and expand his business
Ideals: Fighting, Impeccable, Gifted. Bonds: Attractive, Job. Occupation: Barkeep
Voice: High pitched and raspy
Attributes [hide]
Medium (5'11") Half-Orc, Lawful Neutral (CR 9)
Armor Class 10
Hit Points 21 (9d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
19 (+4) | 10 (+0) | 11 (+0) | 14 (+2) | 11 (+0) | 11 (+0) |
Senses Passive Perception 10
Languages Common, Orc, Undercommon, Gnome
Attacks Melee +7 / 3d4+4, Ranged +3 / 3d4+0, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 4 | 4 | 4 | 3 | 2 |
Possessions: 1900 gp. 1 Minor magic item. 1 Minor magic item.
Lance York, Male Human [Permalink]
Personal [hide]
Description: A man with a cold, calculating air about him, he dresses well, typically a more casual-formal manner. He keeps his long white hair kept up in a rat tail. He wears a mask on his face.
Personality: He is quiet and anti-social and can barely make it a few minutes in conversation before his hampering stammer kicks in. He is lazy and tries to find solutions quickly.
History: Born the oldest of a large religious southern family, he was no stranger to responsibility. Lance was orphaned to a temple shortly after his birth. He was raised by the temple staff to care always for others above himself and to hold his god always in his heart. He used his abilities to travel the world and help people.
Motivation: His religion dominates his actions; and he is compelled to act according to his religious beliefs
Ideals: Philantrophist. Flaws: Shy, Lazy. Bonds: Attractive, Religious. Occupation: Tailor
Voice: Switch between two voices
Attributes [hide]
Medium (6'0") Human, Neutral Evil (CR 1)
Armor Class 13
Hit Points 4 (1d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 17 (+3) | 10 (+0) | 11 (+0) | 17 (+3) | 14 (+2) |
Senses Passive Perception 13
Languages Common
Attacks Melee +3 / 1d4+1, Ranged +5 / 1d4+3, Grapple +5
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 3 | 1 |
Possessions: Just what you see.
Frouse Folkor, Male Gnome [Permalink]
Personal [hide]
Description: He is dressed in earthy colors with a blue and white handkerchief worn on his right side. He has relatively dark skin and is very physically imposing due to his abundance of muscles. He is bald on top and has large black tufts of hair around his ears. He is missing an eye and his face is severely sunburned. His one remaining eye shines green.
Personality: Eccentric and domineering, Frouse will drive conversation. He would rather hide behind his crafts than deal with other people.
History: He was raised in a white middle class family as the only child. His first spouse was a Blacksmith, they had one daughter, but his spouse won total custody. Without his spouse to temper him he grew out of control. Due to his spouse's obsession with being a Blacksmith they were divorced and he won custody of their daughter. He worked as a Butcher, and he later adopted a second daughter.
Motivation: Wants to raise his children well.
Ideals: Extrovert, Artistic. Flaws: Ugly, Shy, Mundane. Bonds: Family. Occupation: Butcher
Voice: pre-pubescent
Attributes [hide]
Small (3'8") Gnome, Neutral Evil (CR 12)
Armor Class 15
Hit Points 41 (12d6)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 18 (+4) | 11 (+0) | 13 (+1) | 11 (+0) | 11 (+0) |
Senses Passive Perception 10
Languages Common, Gnome, Dwarven
Attacks Melee +3 / 3d10-1, Ranged +8 / 3d10+4, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 3 | 3 | 3 | 3 |
Possessions: 1000 gp. Carved harp of exotic wood with ivory inlay and zircon gems (1000 gp). Finely wrought small gold bracelet (50 gp). Fire opal pendant on a fine gold chain (2400 gp). Jeweled gold crown (7000 gp). Carved harp of exotic wood with ivory inlay and zircon gems (1000 gp). Solid gold idol (1000 gp).
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Their contribution stands as a beacon of hope for all adventurers!
