Henry Barlow, Male Human [Permalink]
Personal [hide]
Description: An imposing man with a heavy stainless steel prosthetic left hand, he wears grey painted combat armor at almost all times. He has done his best to style his golden hair to look like a famous performer. He has a very pronounced jaw and large eyebrows. He wears rectangular glasses with silver brims.
Personality: Overbrimming with self-confidence, Henry isn't afraid of most anything. He has a strong dislike to people who do not believe in Human unity. He has a small toy that he constantly fidgets with.
History: He is the product a well kept family trust fund and as such has never really known need. His mother was very strict, and drilled into him lessons on being the perfect gentleman. He's since become an addict/alcoholic.
Motivation: He has money and likes to spend it.
Ideals: Impeccable. Flaws: Addict. Bonds: Rich. Occupation: Blacksmith
Voice: Speaks with squeezed throat
Attributes [hide]
Medium (5'3") Human, Chaotic Good (CR 1)
Armor Class 8
Hit Points 13 (1d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 7 (-2) | 12 (+1) | 8 (-1) | 17 (+3) | 11 (+0) |
Senses Passive Perception 13
Languages Common
Attacks Melee +4 / 1d4+2, Ranged +0 / 1d4-2, Grapple +2
Possessions: 700 sp.
Susannah Shupe, Female Half-Elf [Permalink]
Personal [hide]
Description: She wears a yellow collared shirt and white skirt. She accessorizes with a green scarf around the waist and a strap diagonally across her shirt. She carries a battered longbow and tarnished club as well. She wears a broad hat to cover her moderate length white hair. Her violet eyes dart from person to person.
Personality: She is irascible and easily irritated. She disdains her fellow northerners, claiming they make her look unintelligent just for using an accent.
History: Susannah hails from a village terrorized by giants. When she was little, her rather wealthy family often ventured across the forest to a summer home near a large cave. She would wander through that large cave 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 forest due to the painful memories there. Susannah took refuge in the large cave and found the beat up club and armor she uses now. Days after completing her studies, news broke out that her hometown was attacked by giants. Susannah was horrified and prayed that her mother was alright. However, she heard that her mother had died fighting off the giants.
Motivation: To fight the greatest warriors and to fight in the greatest battles ever.
Ideals: Fighting. Flaws: Antagonistic. Bonds: Immigrant, Enemies, Nature. Occupation: Dyer
Voice: Complex vocabulary, royal
Attributes [hide]
Medium (5'6") Half-Elf, True Neutral (CR 5)
Armor Class 12
Hit Points 51 (5d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 14 (+2) | 16 (+3) | 15 (+2) | 16 (+3) | 16 (+3) |
Senses Passive Perception 13
Languages Common, Elven, Aquan, Goblin
Attacks Melee +3 / 2d4+0, Ranged +5 / 2d4+2, Grapple +2
Possessions: 50 pp.
Oloric Daerdahk, Male Dwarf [Permalink]
Personal [hide]
Description: This dark-skinned male wears many layers of old clothing at all times. He is tall, broad shouldered and powerfully built. His long black hair reaches down to his waist. His eyes are likewise hazel. His teeth are yellowed and unaligned.
Personality: He is enamored with his job. He loves it. He likes the challenge and he likes helping those less fortunate than him. He has a cruel streak; something he gained from his previous mentor. He harbors resentment against his former mentor.
History: He was born in a small island village. His parents divorced when he was young, and his mother gained full cudstody. He was regularly beaten by his mother, who blamed him for driving them apart. He then took over the family business and is one of the better Barrister for hire.
Motivation: Sabotage a competitor.
Flaws: Ugly, Antagonistic. Bonds: Poor, Job, Mentor, Nature. Occupation: Barrister
Voice: Relaxed voice
Attributes [hide]
Medium (4'1") Dwarf, Neutral Evil (CR 1)
Armor Class 13
Hit Points 6 (1d4)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 17 (+3) | 15 (+2) | 9 (-1) | 17 (+3) | 4 (-3) |
Senses Passive Perception 13
Languages Common, Dwarven
Attacks Melee +2 / 1d4+0, Ranged +5 / 1d4+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 9 |
Possessions: 1000 cp. 1 Masterwork Common Ranged Weapon.
Melech Vigil, Male Tiefling [Permalink]
Personal [hide]
Description: He is an exceptionally muscular looking northern young adult. He is well dressed, but even with his fine clothing he looks run-down. Beneath his clothing is a huge mess of scar tissue. He wears his brown hair up. His gold eyes are passionate and lively.
Personality: He is unhospitable to his core. His small house has "No trespassing" Signs all over it. He is obsessed with finding treasure.
History: Heir to a fortune, his parents put a great deal of effort into curing his disease. Melech abandoned his home at a very young age, living in the fields and plains. He survived everyday through hunting and stealing from passersby. He did whatever it took for him to survive. He came across an abandoned tomb where he found a relic that called out to him. After picking it up he was cursed by a spirit.
Motivation: He has money and likes to spend it; and money/treasure
Flaws: Antagonistic, Disease. Bonds: Slave, Adventurer, Rich. Occupation: Sculptor
Voice: American accent
Attributes [hide]
Medium (5'11") Tiefling, Chaotic Evil (CR 18)
Armor Class 11
Hit Points 58 (18d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
7 (-2) | 12 (+1) | 10 (+0) | 10 (+0) | 12 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common
Attacks Melee +4 / 5d6-2, Ranged +7 / 5d6+1, Grapple +1
Possessions: 700 pp. Blue sapphire (1000 gp). Aquamarine (1000 gp). Alexandrite (1000 gp). Red garnet (160 gp). Jasper (80 gp).
Seven Of Wine, Male Tabaxi [Permalink]
Personal [hide]
Description: Standing 6'8", this man wears a pastel collared shirt and brown pants. He accessorizes with a blue scarf around the waist and a strap diagonally across his shirt. His fur is short and yellow. He tend to wears goggles to shield his eyes.
Personality: He acts crazy and hedonistic. He misses his home and complains about the freezing weather, even in summer.
History: He got into the Knight business at a young age. Like his father and his sister before him, after school he went straight into learning to become a Knight. He left for the south, certain he would find work there.
Motivation: He'd like to take his coworkers down a peg; and he is being blackmailed/forced/etc and this influences his actions
Flaws: Hedonist. Bonds: Immigrant, Job, Criminal record. Occupation: Knight
Voice: Scratchy, weak
Attributes [hide]
Medium (6'8") Tabaxi, Lawful Evil (CR 3)
Armor Class 11
Hit Points 27 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 12 (+1) | 16 (+3) | 12 (+1) | 15 (+2) | 13 (+1) |
Senses Passive Perception 12
Languages Common, Infernal
Attacks Melee +5 / 1d8+3, Ranged +3 / 1d8+1, Grapple +3
Possessions: 300 gp.
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Their contribution stands as a beacon of hope for all adventurers!
