Aramil Ethanasath, Male Half-Elf [Permalink]
Personal [hide]
Description: A pudgy man standing about 5'6" has a big stupid grin on his face most of the time. He wears a robe, a symbol of the four houses of cards around his neck, and a trident on his belt. He keeps his long brown hair kept up in a rat tail. His hazel eyes dart around the room hyper actively observing anyone and anything.
Personality: Here is a man who knows he is the smartest in the room. He talks down to others constantly. His respect, as difficult as one would find it to earn, is unwavering; those who more than prove themselves to him, a bar set well above any reasonable standard, he tolerates in varying degrees. Though less modest and more hasty in his reactions to snap at those who irritate him, Aramil is combative with any and all who dare try his patience in the slightest.
History: A powerful wizard made him what he is. From there he went from mercenary job to mercenary job. He has made many enemies by not giving into corruption and outing many instances of it.
Motivation: A need for knowledge about a nearby landmark.
Ideals: Fighting, Impeccable, Justice. Bonds: Mentor, Adventurer. Occupation: Performer
Voice: Deep voice with rolling R's
Attributes [hide]
Medium (5'6") Half-Elf, Chaotic Good (CR 2)
Armor Class 13
Hit Points 14 (2d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 16 (+3) | 12 (+1) | 13 (+1) | 13 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common, Elven, Celestial
Attacks Melee +2 / 1d6+0, Ranged +5 / 1d6+3, Grapple +3
Possessions: 300 gp.
Ozyman Thistletop, Male Halfling [Permalink]
Personal [hide]
Description: A thin man, he clearly needs to put on some weight, but he still has a lot of muscle. He wears a lot of dark rich colors, with gold accents. He keeps his silver hair in a pixie cut. His eyes, though not visible through his cowl, are violet.
Personality: He speaks before he thinks and is too direct. He is used to getting what he wants. In part because he is a meticulous planner.
History: Born in a small village he learned the ways of the warrior from his father. 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. Recently a tribe of gnolls attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Ozyman fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: To fight the greatest warriors and to fight in the greatest battles ever; and wants to work out more often
Ideals: Athletic, Professionalism, Fighting. Flaws: Impulsive. Bonds: Attractive. Occupation: Mayor
Voice: Speaks with squeezed throat
Attributes [hide]
Small (2'10") Halfling, Neutral Good (CR 6)
Armor Class 14
Hit Points 31 (6d10)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 16 (+3) | 8 (-1) | 11 (+0) | 13 (+1) | 10 (+0) |
Senses Passive Perception 11
Languages Common, Halfling
Attacks Melee +3 / 2d6+0, Ranged +6 / 2d6+3, Grapple +3
Possessions: 800 gp. A silver and pearl hairclip (50 gp). A finely crafted rug of intricate, geometric designs worked with silver threading (50 gp). Brass mug with jade inlays (300 gp).
Gynk Easton, Female Half-Orc [Permalink]
Personal [hide]
Description: She is wearing a long, white cloak. Her hair is silver and curly. Her face is feral with sharp distinguishing features. Her spectacle hidden eyes are a deep violet.
Personality: She speaks before she thinks and is too direct. She is afraid of women and trembles around them
History: Gynk lived on a farm with her father, near the main road leading to a nearby town. One day when Gynk was young, her father was sewing while trying to overcome the flu, when suddenly her father dropped to the ground dead. Her father had died from a severe disease that was unknown to the village doctor. Gynk was heart-stricken from the event, and her mother started working long hours to provde for them. When her spouse passed she lost her only source of income but claims to her daughters to still be retired.
Motivation: Her name or reputation has been wronged in the past by orcs, and she desires to right it; and her spouse's relatives view her with great suspicion
Flaws: Impulsive, Shy, PTSD. Bonds: Family, Enemies. Occupation: Herbalist
Voice: Voice breaks
Attributes [hide]
Medium (6'2") Half-Orc, Lawful Good (CR 3)
Armor Class 10
Hit Points 16 (3d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 10 (+0) | 14 (+2) | 7 (-2) | 17 (+3) | 12 (+1) |
Senses Passive Perception 13
Languages Common, Orc
Attacks Melee +5 / 1d8+3, Ranged +2 / 1d8+0, Grapple +3
Possessions: 7000 cp.
Three Of Winter, Female Tabaxi [Permalink]
Personal [hide]
Description: She stands about 4'8" and wears a fancy pastel dress. Her left leg appears badly burned and disfigured. Her gray fur is drawn into a tight pony tail with a card scrunchie. Her amber eyes dart around the room hyper actively observing anyone and anything.
Personality: Confrontational and typically high on some drug or another. Three enjoys physical pleasures, and is well known for her love of warm baths in the hot springs near the town.
History: Born to a poor family in the city she treasured whatever gifts she got. In her 18th year, while out on a day-trip, she returned to find her hometown burning and destroyed. She found her father impaled in their home, and her mother beheaded. She saw the woman who walked out, and charged her in a blind rage. The woman easily evaded and defeated her, leaving her to live broken and terrified. She got away from her former life and has fallen to alcoholism.
Motivation: She is wracked by social anxiety; and she feels threatened by others
Flaws: Addict, Hedonist, Fearful. Bonds: Attractive, Poor. Occupation: Detective
Voice: American accent
Attributes [hide]
Medium (4'8") Tabaxi, Chaotic Good (CR 5)
Armor Class 10
Hit Points 33 (5d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 10 (+0) | 12 (+1) | 13 (+1) | 9 (-1) | 18 (+4) |
Senses Passive Perception 12
Languages Common, Gnoll
Attacks Melee +5 / 2d4+2, Ranged +3 / 2d4+0, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 |
Possessions: 300 gp. Deep green spinel (50 gp). Aquamarine (1200 gp). Red spinel (50 gp). Chrysoberyl (50 gp). 1 Minor magic item.
Sybil Heiser, Female Half-Elf [Permalink]
Personal [hide]
Description: She is dressed in earthy colors with a violet and black handkerchief worn on her right side. She is bristling with hidden weapons, mostly hammers and tridents. Her chestnut hair is matted, messy, and big. She has a tattooed face.
Personality: She is calm most of the time but flees social interaction. She has all her life been fascinated with singing.
History: She was born blind and as such lacked many opportunities for work. She was an adventurer many years ago and she formed a blood bond with her Half-Elven companion (her 'brother'). In her journeys she found a malevolent artifact. She wishes to return this artifact and its corrupting influence back to where it came.
Motivation: She wants to meet her childhood hero; and she has comitted a past crime that haunts her to this day
Ideals: Artistic. Flaws: Ugly, Shy, Disease. Bonds: Criminal record, Adventurer. Occupation: Beggar
Voice: Aggressive tone
Attributes [hide]
Medium (4'9") Half-Elf, Neutral Evil (CR 5)
Armor Class 10
Hit Points 31 (5d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 11 (+0) | 13 (+1) | 13 (+1) | 15 (+2) | 12 (+1) |
Senses Passive Perception 12
Languages Common, Elven, Abyssal
Attacks Melee +3 / 2d4+0, Ranged +3 / 2d4+0, Grapple +0
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 0 | 0 | 0 | 0 | 0 |
Possessions: 300 gp. Sapphire pendant on gold chain (700 gp). Silver ewer (50 gp). Silver comb with moonstones (800 gp). Gold dragon comb with red garnet eye (900 gp). 1 Masterwork Uncommon Weapon. 1 Masterwork Common Melee.
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Their contribution stands as a beacon of hope for all adventurers!
