Vonbin Goldfinder, Male Dwarf [Permalink]
Personal [hide]
Description: Relatively heavier built than your average man, he is not imposing. He dresses in collared shirts and wears a proper scarf over his head. His brown hair is greasy and uncared for. His hazel eyes peer out from beneath his feathered grey hat.
Personality: He is a pretentious jerk insisting that modern society is full of problems and should revert to a simpler time. He is a logical person and will generally grow upset if things defy logic and science.
History: Vonbin was raised in a hard working conservative environment. When he came of age, he joined a caravan that would eventually take him to the capital. He would practice along the way and, when he arrived, be apprenticed to a Sailor. He has set out to sabotage the competition.
Motivation: Further expansion of business; and he'd like to take his coworkers down a peg
Ideals: Logical. Flaws: Ugly, Antagonistic. Bonds: Job, Immigrant. Occupation: Sailor
Voice: Jittery and nervous
Attributes [hide]
Medium (4'2") Dwarf, Neutral Good (CR 1)
Armor Class 9
Hit Points 5 (1d4)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 8 (-1) | 12 (+1) | 16 (+3) | 13 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common, Dwarven, Giant, Celestial, Goblin
Attacks Melee +3 / 1d4+1, Ranged +1 / 1d4-1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 5 | 3 | 0 | 0 | 0 | 0 | 0 |
Possessions: 30 pp. Amethyst (50 gp).
Theodoric Staurheim, Male Human [Permalink]
Personal [hide]
Description: A 5'11" western man, he wears dark leathers with embroidery. His blonde hair is knotted and matted. He has gleaming, smiling blue eyes.
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 cannot deal with unfamiliar people for more than a few minutes at a time and if they persist he will grow angry at them.
History: He was a bastard born out of an affair, and his father always resented and mistreated him for it out of spite. His parents divorced when he was young, and his father gained full cudstody. He was regularly beaten by his father, who blamed him for driving them apart. After a long history of fighting, Theodoric and his spouse have recently divorced.
Motivation: He's repulsed by the PC; and he wants nothing more than to rejoin the army
Flaws: Antagonistic. Bonds: Military. Occupation: Carpenter
Voice: Squeaky
Attributes [hide]
Medium (5'11") Human, True Neutral (CR 2)
Armor Class 8
Hit Points 10 (2d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 7 (-2) | 13 (+1) | 9 (-1) | 10 (+0) | 15 (+2) |
Senses Passive Perception 10
Languages Common
Attacks Melee +5 / 1d6+3, Ranged +0 / 1d6-2, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 9 |
Possessions: 240 gp. 1 Masterwork Common Melee.
Jane Dalton, Female Human [Permalink]
Personal [hide]
Description: Dark and lean, she is a relatively plain woman. She dresses in brown turtlenecks beneath a blue coat with grey slacks. She is bald on top and has large red tufts of hair around her ears. Her eyes, though not visible through her cowl, are violet.
Personality: She believes mankind has become decadent and spoiled by the march of civilization and an end should come to life as we know it. She seeks to pay back kindness whenever she gets the chance. Whether it be in the form of unwanted serenades or the latest gossip she always seeks to do solids for her friends.
History: When she was but 3 years old her parents immigrated from the north. Jane was orphaned to a temple shortly after her birth. She was raised by the temple staff to care always for others above herself and to hold her god always in her heart. She now spends her time doing works of charity.
Motivation: Her religion dominates her actions.
Ideals: Philantrophist. Flaws: Ugly. Bonds: Nature, Immigrant, Religious. Occupation: Carpenter
Voice: Slurs words
Attributes [hide]
Medium (4'7") Human, Lawful Neutral (CR 2)
Armor Class 10
Hit Points 9 (2d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 11 (+0) | 12 (+1) | 10 (+0) | 15 (+2) | 6 (-2) |
Senses Passive Perception 12
Languages Common
Attacks Melee +3 / 1d6+1, Ranged +2 / 1d6+0, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 6 |
Possessions: 8000 cp.
Thamior Hanali, Male Half-Elf [Permalink]
Personal [hide]
Description: The dark-skinned man stands 5'3" and wears tattered old clothes. His golden hair is cut short with large spiked bangs in the front. His voice is smooth and creepy, always level, but somehow just slightly unnerving.
Personality: Overbrimming with self-confidence, Thamior isn't afraid of most anything. He has a strong dislike to people who do not believe in Half-Elven unity. His brief stint in the army gave him the idea he was invincible and that he is the toughest man alive.
History: Thamior hails from a village terrorized by dire rats. While he appears to be a normal Half-Elf, he's... not quite right. Perhaps he's slightly insane, or otherwise so mentally alien to the rest of the world that he plain doesn't fit in. Days after completing his studies, news broke out that his hometown was attacked by dire rats. Thamior was horrified and prayed that his father was alright. However, he heard that his father had died fighting off the dire rats.
Motivation: He doesn't get along with people that don't share his tastes; and someone believes him a fraud
Ideals: Impeccable. Flaws: Ugly, Insane. Bonds: Military, Enemies. Occupation: Bather
Voice: Hissing voice
Attributes [hide]
Medium (5'3") Half-Elf, Lawful Good (CR 1)
Armor Class 11
Hit Points 4 (1d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 13 (+1) | 11 (+0) | 14 (+2) | 15 (+2) | 18 (+4) |
Senses Passive Perception 12
Languages Common, Elven, Druidic, Ignan
Attacks Melee +3 / 1d4+1, Ranged +3 / 1d4+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 5 | 3 | 0 | 0 | 0 |
Possessions: 40 pp. Red garnet (160 gp). 1 Everburning torch.
Diesa Torevir, Female Dwarf [Permalink]
Personal [hide]
Description: She wears a simple burlap shirt and baggy pants. She conceals her crossbow with her veritable burlap sack of a shirt, and carries crossbows. She sports a flattop hair cut. She wears crescent spectacles with a black brim.
Personality: Stoic and calm, she prefers to meditate than take action. She also has developed a complete distrust of the Seamstress profession.
History: Sold as a small child to a slaver, Diesa was an assistant, and all too frequently test subject. She eventually earned her freedom when her former master disappeared. While she appears to be a normal Dwarf, she's... not quite right. Perhaps she's slightly insane, or otherwise so mentally alien to the rest of the world that she plain doesn't fit in. She struck the Shipwright job and began her own company from there.
Motivation: To fight the greatest warriors and to fight in the greatest battles ever; and wants to open a new tavern
Ideals: Fighting, Disciplined. Flaws: Insane. Bonds: Job, Mentor. Occupation: Shipwright
Voice: Soft and mumbly
Attributes [hide]
Medium (4'2") Dwarf, Lawful Good (CR 1)
Armor Class 10
Hit Points 6 (1d4)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 10 (+0) | 15 (+2) | 17 (+3) | 11 (+0) | 10 (+0) |
Senses Passive Perception 10
Languages Common, Dwarven, Gnome, Infernal, Elven
Attacks Melee +3 / 1d4+1, Ranged +2 / 1d4+0, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 5 | 3 | 0 | 0 | 0 | 0 | 0 | 0 |
Possessions: 160 gp. 1 Masterwork Common Melee.
Jo Littlefoot, Female Halfling [Permalink]
Personal [hide]
Description: A woman with a friendly, welcoming air about her, she dresses in collared shirts and wears a proper scarf over her head. She keeps her long brown hair kept up in a rat tail. Her eyes are green and she is always smoking a pipe.
Personality: A grumpy gal she will invite people to lunch so she can critique them. Yet she still seems generally likeable, like a lovable grump. As long as the job gets done she does not care how it got done.
History: Her parents moved while she was still in utero so she is the first generation to be born here. In her 11th year, her parents were killed by a goblins raid, leaving Jo alone in the world. After a stint in an orphanage, she was adopted. She used her abilities to travel the world and help people.
Motivation: Several ex partners dislike her way of doing things and want revenge.
Ideals: Philantrophist, Professionalism. Flaws: Antagonistic. Bonds: Immigrant, Enemies. Occupation: Mercenary
Voice: Nasally tone
Attributes [hide]
Small (3'1") Halfling, Chaotic Good (CR 1)
Armor Class 13
Hit Points 4 (1d4)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 14 (+2) | 11 (+0) | 14 (+2) | 16 (+3) | 15 (+2) |
Senses Passive Perception 13
Languages Common, Halfling, Orc, Celestial
Attacks Melee +3 / 1d4+1, Ranged +4 / 1d4+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 5 | 3 | 0 | 0 | 0 |
Possessions: 800 sp.
Marbas Dignity, Male Tiefling [Permalink]
Personal [hide]
Description: He wears a fine chain shirt which he covers with black colored cloaks and clothing, and he perpetually has his shortspear ready. He keeps his black hair in a flapper bob. His gold eyes dart around the room hyper actively observing anyone and anything.
Personality: He is inclined to make off color jokes and interpret anything that could be construed as such as innuendo. He is kind towards other men and children and will generally offer men help without question. Others will generally need to prove themselves to him.
History: He was born to a wealthy landowner in a frontier town, living a normal and happy childhood. While he appears to be a normal Tiefling, he's... not quite right. Perhaps he's slightly insane, or otherwise so mentally alien to the rest of the world that he plain doesn't fit in. He now mingles about in high society.
Motivation: He has money and likes to spend it; and he is greedy
Ideals: Fighting, Joker, Philantrophist. Flaws: Insane. Bonds: Rich. Occupation: Barber
Voice: Squeaky
Attributes [hide]
Medium (6'3") Tiefling, Chaotic Neutral (CR 1)
Armor Class 8
Hit Points 5 (1d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 7 (-2) | 12 (+1) | 16 (+3) | 15 (+2) | 13 (+1) |
Senses Passive Perception 12
Languages Common, Draconic, Ignan, Gnome
Attacks Melee +2 / 1d4+0, Ranged +0 / 1d4-2, Grapple +0
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 5 | 3 | 0 | 0 | 0 | 0 | 0 |
Possessions: 40 gp.
Cloud Prim Posies, Female Tabaxi [Permalink]
Personal [hide]
Description: A woman with a friendly, welcoming air about her, she wears a simple burlap shirt and baggy pants. She conceals her nunchaku with her veritable burlap sack of a shirt. Her red fur is smooth and relatively long. She wears an eyepatch.
Personality: Cloud is depressed about a lot of things. She tends to be a nihilist. Her actions favor neither the good nor the evil, as she answers to a power that mortal women fail to acknowledge.
History: Born in the west her family was never financially stable. When she was little, her rather wealthy family often ventured across the forest to a summer home near a old dungeon. She would wander through that old dungeon 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. Cloud took refuge in the old dungeon and found the beat up nunchaku and armor she uses now. She bought a nunchaku and has really upped her game hunting, due to her understanding of decoy and ambush.
Motivation: She feels kind of lost in life; and her religion dominates her actions
Flaws: Ugly, Depressed. Bonds: Religious, Poor, Nature. Occupation: Weaver
Voice: Pronounces difficult words wrong
Attributes [hide]
Medium (6'2") Tabaxi, Lawful Neutral (CR 1)
Armor Class 10
Hit Points 3 (1d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 11 (+0) | 9 (-1) | 15 (+2) | 9 (-1) | 13 (+1) |
Senses Passive Perception 9
Languages Common, Ignan, Orc
Attacks Melee +1 / 1d4-1, Ranged +2 / 1d4+0, Grapple +0
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 5 | 3 | 0 | 0 | 0 | 0 |
Possessions: 800 sp.
Ermina Hackney, Female Human [Permalink]
Personal [hide]
Description: This younger middle-aged woman is bundled in multiple layers and is prepared for a desert trek wearing a turban that covers her face most of the time, and a wedding ring on her right hand. With wild white hair. She has a dull look in her green eyes.
Personality: She is a pretentious jerk insisting that modern society is full of problems and should revert to a simpler time. She is susceptible to being scared and is in actuality easily frightened. She likes to tell stories.
History: A powerful necromancer made her what she is. While she appears to be a normal Human, she's... not quite right. Perhaps she's slightly insane, or otherwise so mentally alien to the rest of the world that she plain doesn't fit in. She has since married many spouses, only to have them die. She claims to not be responsible.
Motivation: She is not mentally stable, and does not behave rationally.
Flaws: Antagonistic, Fearful, Insane. Bonds: In love, Mentor. Occupation: Engraver
Voice: Spanish accent
Attributes [hide]
Medium (5'11") Human, Lawful Neutral (CR 1)
Armor Class 11
Hit Points 3 (1d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 13 (+1) | 9 (-1) | 18 (+4) | 8 (-1) | 9 (-1) |
Senses Passive Perception 11
Languages Common, Draconic, Sylvan, Infernal, Dwarven
Attacks Melee +3 / 1d4+1, Ranged +3 / 1d4+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 14 | 5 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Possessions: 120 gp.
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Their contribution stands as a beacon of hope for all adventurers!
