Hobart Tealeaf, Male Halfling [Permalink]
Personal [hide]
Description: He wears a robe, a symbol of death around his neck, and a scimitar on his belt. He cuts an attractive figure and his suit of old armor is well cared for even if it is obsolete. His blonde hair is well kept and his bushy mustache is tapered upwards at the ends. His eyes are likewise hazel. His teeth are white and perfect.
Personality: He is highly sensitive about his name. He loathes it, but will not take any guff about it from anyone. He is skeptical of what others tell him and is slow to trust.
History: Born in a small village he learned the ways of the warrior from his father. From his teen years he was always beautiful and desirable, so people have always doted on him. 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. Hobart fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: Nothing but the best is good enough for him.
Ideals: Fighting. Flaws: Sensitive, Shy. Bonds: Attractive. Occupation: Carter
Voice: Pronounces difficult words wrong
Attributes [hide]
Small (3'1") Halfling, Lawful Good (CR 6)
Armor Class 14
Hit Points 42 (6d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 16 (+3) | 13 (+1) | 15 (+2) | 15 (+2) | 15 (+2) |
Senses Passive Perception 12
Languages Common, Halfling, Draconic, Terran
Attacks Melee +3 / 2d6+0, Ranged +6 / 2d6+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 5 | 3 | 3 | 2 | 0 | 0 |
Possessions: 30 pp. Obsidian (4 gp). Red-brown spinel (40 gp). 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Alexandre Mellerelel, Male Half-Elf [Permalink]
Personal [hide]
Description: A middle-aged man, he is dressed in a clean violet cloak covering his clean studded leather, and is pretty ugly. He has dyed his greying red hair a little too much giving a sharp red color. He is baby faced.
Personality: He tends to agree with only himself unless someone else's opinion sounds like he can profit from it. He tries to control his temper but he can't always stop himself from what he feels what must be done. He is able to make almost anything out of random pieces of junk.
History: He was born to a pair of big game hunters, but was frequently ill as a child. When the war came and ruined his parents he was left adrift. He was a hard man then and has only learned to fight more as time goes on. He hopes to save up enough money to one day pay a cleric to cure him.
Motivation: He's repulsed by the PC; and sabotage a competitor
Ideals: Gifted. Flaws: Ugly, Antagonistic, Disease, PTSD. Occupation: Cook
Voice: Puts emphasis on the wrong words
Attributes [hide]
Medium (5'7") Half-Elf, Chaotic Evil (CR 2)
Armor Class 9
Hit Points 12 (2d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 9 (-1) | 11 (+0) | 7 (-2) | 10 (+0) | 9 (-1) |
Senses Passive Perception 10
Languages Common, Elven
Attacks Melee +3 / 1d6+1, Ranged +1 / 1d6-1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 8 |
Possessions: 7000 cp.
Merihim Pain, Male Tiefling [Permalink]
Personal [hide]
Description: A plain young-adult man, he is generally shirtless and showing off his tattooed chest. His white hair is braided into rings. His eyes are silver.
Personality: He is a pretentious jerk insisting that modern society is full of problems and should revert to a simpler time. He seeks to pay back kindness whenever he gets the chance. Whether it be in the form of unwanted serenades or the latest gossip he always seeks to do solids for his friends.
History: Merihim lived on a farm with his father, near the main road leading to a nearby town. He inherited a moderately successful company from his father. Under his leadership it has flourished, and using capital from his venture he effectively owns an entire region. He was betrayed by a partner and left for dead, teaching him a humbling lesson in trusting others.
Motivation: Doesn't want to be a Bricklayer and was forced into it by his family; and money/treasure
Ideals: Philantrophist. Flaws: Antagonistic. Bonds: Family, Rich. Occupation: Bricklayer
Voice: Strong lisp
Attributes [hide]
Medium (6'5") Tiefling, Chaotic Neutral (CR 2)
Armor Class 11
Hit Points 22 (2d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 12 (+1) | 17 (+3) | 11 (+0) | 16 (+3) | 14 (+2) |
Senses Passive Perception 13
Languages Common
Attacks Melee +3 / 1d6+1, Ranged +3 / 1d6+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 0 | 0 | 0 | 0 | 0 |
Possessions: 4 Alchemist’s fire.
Fulbar Porridgepot, Male Halfling [Permalink]
Personal [hide]
Description: His left side is far more bruised and cut up than his other. He wears red robes with leather pauldrons. Though occasionally he wears more armor. He prefers to carry a hammer, but if one is not available he will default to his shortspear. He wears his blonde hair down. His gray eyes have a joyful gleam in them most of the time.
Personality: Overbrimming with self-confidence, Fulbar isn't afraid of most anything. He has a strong dislike to people who do not believe in Halfling unity. He is lazy, self-centered, vain, and jealous.
History: Born to a poor family in the city he treasured whatever gifts he got. A gypsy cursed him at a young age, leading to his ugly appearance. He tends to his Interpreter job now, and dutifully fulfills any obligations he has.
Motivation: Nothing but the best is good enough for him.
Ideals: Impeccable. Flaws: Ugly, Selfish. Bonds: Poor. Occupation: Interpreter
Voice: Soft and mumbly
Attributes [hide]
Small (3'3") Halfling, Lawful Neutral (CR 2)
Armor Class 12
Hit Points 6 (2d4)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 12 (+1) | 10 (+0) | 13 (+1) | 15 (+2) | 16 (+3) |
Senses Passive Perception 14
Languages Common, Halfling, Dwarven
Attacks Melee +2 / 1d6+0, Ranged +3 / 1d6+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 4 | 2 | 0 | 0 |
Possessions: 360 gp.
Caramip Reese, Female Gnome [Permalink]
Personal [hide]
Description: She is generally well dressed albeit a few years behind the times. Her red hair is wavy and long. Her eyes are gray.
Personality: She is very quiet and rarely speaks above a whisper. She believes the world needs to unite to get rid of orcs once and for all.
History: She was raised by priests from a young age. She couldn't stand her childhood mentor and eventually formed a pact with her mentor's previously failed apprentice to rebel. When their plan failed the mentor lashed out against both of them and fled. She remains aloof and afraid to be herself due to all the ideals others have placed upon her.
Motivation: Her name or reputation has been wronged in the past by orcs, and she desires to right it.
Flaws: Shy. Bonds: Attractive, Enemies, Religious, Mentor. Occupation: Carpenter
Voice: Speaks with lips pursed
Attributes [hide]
Small (3'4") Gnome, Neutral Good (CR 10)
Armor Class 13
Hit Points 67 (10d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 14 (+2) | 12 (+1) | 15 (+2) | 12 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common, Gnome, Halfling, Infernal
Attacks Melee +5 / 3d6+1, Ranged +6 / 3d6+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 6 | 4 | 4 |
Possessions: 900 gp. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Ernest Eastoft, Male Human [Permalink]
Personal [hide]
Description: Dark and lean, he is a relatively plain man. He wears a brown shirt, with a tan mid length shorts with tan tights and flats, usually wearing a coat over them. His golden hair is cut short with large spiked bangs in the front. He has a dull look in his brown eyes.
Personality: A grumpy guy he will invite people to lunch so he can critique them. Yet he still seems generally likeable, like a lovable grump. As he has aged he has sought to do reparations for his actions as a youth. He is also making sure that his compatriots who never received punishment for their crimes are brought to justice.
History: His father raised him in a mountain cabin. When he was little, his rather wealthy family often ventured across the island to a summer home near a ruined castle. He would wander through that ruined castle and adventure through it for days. One day while adventuring a terrible storm took place and he was stranded inside. His family spent the next few days looking for him, and could only assume he was dead when it came time to leave. The family never returned to the island due to the painful memories there. Ernest took refuge in the ruined castle and found the beat up dagger and armor he uses now. Being a Apothecary kept his interest for a while, but then he became depressed and bored. So he turned to a secret life of crime, taking increasingly more risks and challenges.
Motivation: A rival would like him out of the picture; and he is a bit of a kleptomaniac
Ideals: Philantrophist, Justice. Flaws: Antagonistic. Bonds: Criminal record, Nature. Occupation: Apothecary
Voice: Dark and ominous
Attributes [hide]
Medium (5'8") Human, True Neutral (CR 4)
Armor Class 12
Hit Points 18 (4d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 14 (+2) | 15 (+2) | 12 (+1) | 10 (+0) | 14 (+2) |
Senses Passive Perception 10
Languages Common, Gnoll
Attacks Melee +2 / 1d10+0, Ranged +4 / 1d10+2, Grapple +2
Possessions: 300 gp. Chalcedony (20 gp). Tiger eye turquoise (8 gp).
Eleanor Wade, Female Human [Permalink]
Personal [hide]
Description: She wears grey painted combat armor at almost all times. She carries a battered dagger and tarnished shortbow as well. Her hair is long and red with streaks of golden, and is pulled back with small grey clips. She wears crescent spectacles with a black brim.
Personality: She is quite gentle and does not know the full extent of her strength. She works very hard to maintain that gentleness. She is however nostalgic and wants to reunite with her old comrades. She has some compunction and patriotism and will work for the government before all other clients.
History: Born in a small village she learned the ways of the warrior from her father. Her father was a soldier and died while she was still young. Eleanor was left her father's suit of armor and trained in its use and care. She has became unsatisfied with her lot in life, and decided to take up adventuring.
Motivation: To reunite with her old friends; and she's looking for her big break
Ideals: Fighting, Disciplined. Bonds: Adventurer, Military. Occupation: Doctor
Voice: Voice breaks
Attributes [hide]
Medium (4'9") Human, True Neutral (CR 1)
Armor Class 12
Hit Points 14 (1d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 14 (+2) | 15 (+2) | 12 (+1) | 9 (-1) | 13 (+1) |
Senses Passive Perception 9
Languages Common, Abyssal
Attacks Melee +3 / 1d4+1, Ranged +4 / 1d4+2, Grapple +2
Possessions: 5000 cp. A delicate silver chain set with a tourmaline (100 gp).
Habor Mayhem, Male Tiefling [Permalink]
Personal [hide]
Description: This malnourished man is perpetually draped in fineries, but all of this concealed by his earthly robes.. He wears his purple hair down. He has gold eyes and a green hat with a yellow feather.
Personality: He is happy with his job as a Carter. He turns his eye from what people do, preferring to live and let live. He has a small toy that he constantly fidgets with.
History: He served in the navy to pay for his family's outstanding loans. He helped his father out around the business and became quite the natural. He became a Carter soon after.
Motivation: Further expansion of business; and expand his business
Flaws: Addict. Bonds: Attractive, Poor, Job, Military. Occupation: Carter
Voice: Scratchy, weak
Attributes [hide]
Medium (5'8") Tiefling, Neutral Good (CR 5)
Armor Class 12
Hit Points 40 (5d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 15 (+2) | 13 (+1) | 10 (+0) | 13 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common
Attacks Melee +5 / 2d4+2, Ranged +5 / 2d4+2, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 0 | 0 | 0 | 0 |
Possessions: 800 gp.
Gnarsh Clare, Male Half-Orc [Permalink]
Personal [hide]
Description: This younger middle-aged man typically wears white cloth garments or leather armor, and a wedding ring on his right hand. His chestnut hair and beard is wavy and long. His face is feral with sharp distinguishing features. His spectacle hidden eyes are a deep amber.
Personality: Here is a man who knows he is the smartest in the room. He talks down to others constantly. He is stubborn though. He always likes to keep a trick up his sleeve. He likes to fight dirty and will kick and punch below the belt if he feels he even has a chance of losing.
History: Gnarsh was born into a poor family. Growing up, he dreamt of becoming a Druid, to bring honor to his family’s name. When he came of age, he applied for a position with his town's local guard, looking to work his way up via merit and eventually become a Druid in service of a powerful lord somewhere. He found a children's book about a Half-Orc Druid 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. Lacking all sense, he decided to go on an adventure. He picked a direction and started trekking.
Motivation: He is a bit of a kleptomaniac.
Ideals: Impeccable. Bonds: In love, Criminal record, Poor, Adventurer. Occupation: Fletcher
Voice: Prounounces S like Z
Attributes [hide]
Medium (5'6") Half-Orc, Neutral Evil (CR 4)
Armor Class 13
Hit Points 20 (4d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 16 (+3) | 10 (+0) | 6 (-2) | 12 (+1) | 11 (+0) |
Senses Passive Perception 13
Languages Common, Orc
Attacks Melee +5 / 1d10+3, Ranged +5 / 1d10+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 5 | 3 | 2 |
Possessions: 200 gp. 1 Minor magic item.
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Their contribution stands as a beacon of hope for all adventurers!
