Kansif Skelton, Female Half-Orc [Permalink]
Personal [hide]
Description: She likes to wear ponchos typically of a light black in addition to tight pants. Her hair is greying and her face has many wrinkles. Her fierce gray eyes like to dwell on things.
Personality: She trusts no one. She is not readily capable for forgiveness and her ire never leaves her. She has the money to obtain near anything and knows that if you pay a woman enough she will sell her own mother. Money is her most trusted friend.
History: She was raised happily, as a normal child born to her father and mother. Her father taught her the rudiments of the Barber arts, while her mother instructed her in etiquette, music and courtly manner. When she was little, her rather wealthy family often ventured across the mountains to a summer home near a ruined castle. She would wander through that ruined castle 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. Kansif took refuge in the ruined castle and found the beat up sai and armor she uses now. She left for the west, certain she would find work there.
Motivation: Balancing her hectic life and new Barber responsibilities is difficult; and to be a gardener again
Flaws: Antagonistic. Bonds: Rich, Nature, Immigrant, Job. Occupation: Barber
Voice: Irish accent
Attributes [hide]
Medium (5'0") Half-Orc, Lawful Evil (CR 1)
Armor Class 9
Hit Points 4 (1d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 8 (-1) | 11 (+0) | 9 (-1) | 14 (+2) | 5 (-3) |
Senses Passive Perception 12
Languages Common, Orc
Attacks Melee +5 / 1d4+3, Ranged +1 / 1d4-1, Grapple +3
Possessions: 160 gp. Moonstone (40 gp).
Mardred Hammerstone, Female Dwarf [Permalink]
Personal [hide]
Description: 3'9" and muscular, this eastern woman is typically in her Fisher uniform. Her moppish black hair is in a traditional bowl cut. Her eyes are green and beady.
Personality: In the realm of puns, she cannot help herself. She feels obliged to make them. Flattery will make her almost putty in your hands.
History: Born in the east to a Fisher, Mardred learned a great deal about her father's area of expertise. Her childhood dream was to be a Spy, but she was a colossal failure. She has drifted from career to career and currently works as a Fisher.
Motivation: She is unsatisfied with her job; and expand her business
Ideals: Athletic, Joker. Flaws: Ugly, Selfish. Bonds: Job. Occupation: Fisher
Voice: Speaks in third person
Attributes [hide]
Medium (3'9") Dwarf, Chaotic Good (CR 6)
Armor Class 13
Hit Points 26 (6d4)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 16 (+3) | 15 (+2) | 10 (+0) | 18 (+4) | 11 (+0) |
Senses Passive Perception 14
Languages Common, Dwarven
Attacks Melee +2 / 2d6-1, Ranged +6 / 2d6+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 4 |
Possessions: 300 gp.
Bertram Elderberry, Male Halfling [Permalink]
Personal [hide]
Description: He dresses well, typically a more casual-formal manner. He carries with him a set of scythes on his belt, each one with a emerald on the hilt. His red hair is styled in orderly dreadlocks. He is very pretty but has cold, dead eyes.
Personality: He is calm most of the time but flees social interaction. He believes the world needs to unite to get rid of brigands once and for all.
History: His mother raised him in a mountain cabin. Since his father passed away years ago, his mother had doted on him, and he came to think her himself as special and better than other people in town. A notion that was reinforced by his attractiveness, a trait in which he easily excels the other men of his town. He has taken up leadership of the village's small militia in response to brigands demanding more tribute than usual.
Motivation: Revenge; and to fight the greatest warriors and to fight in the greatest battles ever
Ideals: Fighting. Flaws: Shy. Bonds: Attractive, Enemies, Nature. Occupation: Fisher
Voice: Puts emphasis on the wrong words
Attributes [hide]
Small (2'11") Halfling, Lawful Neutral (CR 6)
Armor Class 12
Hit Points 30 (6d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 12 (+1) | 9 (-1) | 15 (+2) | 13 (+1) | 15 (+2) |
Senses Passive Perception 11
Languages Common, Halfling, Druidic, Terran
Attacks Melee +3 / 2d6+0, Ranged +4 / 2d6+1, Grapple +5
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 5 | 3 | 3 | 2 |
Possessions: 900 gp. Azurite (6 gp). Red spinel (60 gp). Sardonyx (30 gp). Banded agate (6 gp).
Grai Clinton, Female Half-Orc [Permalink]
Personal [hide]
Description: A woman with thick toned arms and a paunchy gut. She has a large white mantle and cape that has been intricately interwoven into her black robe. Her auburn hair is knotted and matted. Her hazel eyes are passionate and lively.
Personality: She considers herself the perfect lady. She makes a point to always show proper etiquette and frequently critiques the etiquette of others. Grai is a bit of a follower. Usually she is manipulated by her sisters into helping them out, but recently she has become more of a free agent.
History: Born in the north to a Architect, Grai learned a great deal about her mother's area of expertise. After coming to the age of reason, Grai took it upon herself to study the divine arts in their entirety; because of this, she was labeled a dark omen and banished from her homeland. She has worked as a Architect like her mother before her.
Motivation: Regain custody of her son.
Ideals: Athletic, Impeccable, Gifted. Bonds: Family, Job. Occupation: Architect
Voice: Hard of hearing, loud
Attributes [hide]
Medium (5'1") Half-Orc, Lawful Good (CR 1)
Armor Class 12
Hit Points 12 (1d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 14 (+2) | 14 (+2) | 13 (+1) | 16 (+3) | 11 (+0) |
Senses Passive Perception 13
Languages Common, Orc, Infernal
Attacks Melee +5 / 1d4+3, Ranged +4 / 1d4+2, Grapple +3
Possessions: 40 pp. 1 Chain shirt.
Three Paws, Male Tabaxi [Permalink]
Personal [hide]
Description: A man with thick toned arms and a paunchy gut. He dresses well, typically a more casual-formal manner. His fur is orange, silky, and of moderate length. He wears round tiny glasses practically rammed into his face.
Personality: Three is depressed about a lot of things. He tends to be a nihilist. He is very protective of his business, his home, and his spouse. He is willing to work with less than legal methods but maintains the front of legitimacy.
History: He was born in the east, but his parents moved at a very young age to the west. His parents died when he was young, and he was unceremoniously dumped in the city orphanage. Three 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 Three. He would ruin relationships and cause injury. He was reprimanded several times before being given his current form and forced to learn humility.
Motivation: He possesses a valuable artifact that the thieves guild wishes to steal.
Ideals: Athletic. Flaws: Depressed. Bonds: Attractive, Criminal record, Immigrant. Occupation: Glassblower
Voice: Nasally tone
Attributes [hide]
Medium (5'0") Tabaxi, Neutral Evil (CR 5)
Armor Class 11
Hit Points 27 (5d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 12 (+1) | 14 (+2) | 10 (+0) | 13 (+1) | 16 (+3) |
Senses Passive Perception 11
Languages Common
Attacks Melee +4 / 2d4+1, Ranged +4 / 2d4+1, Grapple +1
Possessions: 400 gp.
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