Ermina Shelley, Female Human [Permalink]
Personal [hide]
Description: She stands about 6'1" and wears skinny pants and wears a grey and red robe with the hood down. Her right hand appears badly burned and disfigured. She has shaved her head bald. She has several tiny amber earrings on each ear.
Personality: She likes to make people angry or surprised. She is obsessed with finding treasure.
History: She served in the navy to pay for her family's outstanding loans. When Ermina reached her early adolescence her Human mother passed away. Feeling disconnected from the small nearby village afterwards, she decided to travel. Her rounds led her into the Army with a few individuals who would become her life-long companions. She became a plane-shifter, and is stopping over on this plane for a brief visit.
Motivation: She has passion for adventuring and risk; and she wants to meet her childhood hero
Flaws: Antagonistic. Bonds: Rich, Adventurer, Military. Occupation: Baker
Voice: Italian accent
Attributes [hide]
Medium (6'1") Human, Chaotic Good (CR 5)
Armor Class 11
Hit Points 33 (5d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 13 (+1) | 14 (+2) | 9 (-1) | 15 (+2) | 8 (-1) |
Senses Passive Perception 12
Languages Common
Attacks Melee +3 / 2d4+0, Ranged +4 / 2d4+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 0 | 0 | 0 | 0 | 0 |
Possessions: Eye agate (14 gp). Citrine (50 gp). Onyx (50 gp).
Avice Bentley, Female Human [Permalink]
Personal [hide]
Description: A woman with a friendly, welcoming air about her, she is well dressed, constantly wearing a black suit, blue shirt, and black tie. Her white hair is thinning but still full. Her face is feral with sharp distinguishing features. Her spectacle hidden eyes are a deep blue.
Personality: She is erratic and paranoid. She believes goblins are coming to abduct people. She never wears the same outfit twice, unless she absolutely has to.
History: Born the oldest of a large religious western family, she was no stranger to responsibility. She became part of the deadliest team of assassins in recent memory. A botched job caused the group to be disbanded. She has recently gotten a pet goose that steals things from people.
Motivation: Obtaining odd cultural Human artifacts is her passion; and she possesses a valuable artifact that the thieves guild wishes to steal
Ideals: Artistic. Bonds: Enemies, Religious, Criminal record, Adventurer. Occupation: Miner
Voice: Complex vocabulary, royal
Attributes [hide]
Medium (4'9") Human, True Neutral (CR 5)
Armor Class 11
Hit Points 26 (5d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 12 (+1) | 6 (-2) | 10 (+0) | 12 (+1) | 16 (+3) |
Senses Passive Perception 11
Languages Common
Attacks Melee +4 / 2d4+1, Ranged +4 / 2d4+1, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 0 | 0 | 0 |
Possessions: 400 gp. 1 Minor magic item.
Alice Marley, Female Human [Permalink]
Personal [hide]
Description: She wears loose pants and a collared shirt complete with sweater beneath her coat. She wears a broad hat to cover her moderate length white hair. Her gray unseeing eyes seem to look past you.
Personality: She fancies herself a trickster and likes to rely on her wits to carry the day. She cares for her older siblings and likes to be recognized by them. She tends to be very friendly, and is drawn to music, the smells of food and wine, and out-door festivals.
History: Heir to a fortune, her parents put a great deal of effort into curing her disease. Her parents enrolled her in a Paladin school at a young age so that she could practice her arcane talents. She knows her nephew is from a royal line that had remained secret for centuries, but promised not to tell anyone. So far, no-one knows but her.
Motivation: Marry her sister to traveling adventurers; and she has money and likes to spend it
Ideals: Optimist, Gifted. Flaws: Disease. Bonds: Family, Rich. Occupation: Sage
Voice: Puts emphasis on the wrong words
Attributes [hide]
Medium (5'1") Human, Chaotic Neutral (CR 5)
Armor Class 13
Hit Points 36 (5d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 17 (+3) | 12 (+1) | 13 (+1) | 17 (+3) | 8 (-1) |
Senses Passive Perception 13
Languages Common, Druidic
Attacks Melee +3 / 2d4+0, Ranged +6 / 2d4+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 14 | 0 | 0 | 0 | 0 | 0 |
Possessions: 1000 sp. Moss agate (9 gp). Rich purple corundum (700 gp). Deep green spinel (60 gp). Freshwater pearl (9 gp). 1 Masterwork Common Ranged Weapon. 1 Masterwork Uncommon Weapon. 1 Masterwork Common Melee. 1 Masterwork Common Ranged Weapon.
Trey Blackwood, Male Human [Permalink]
Personal [hide]
Description: He is well dressed, but even with his fine clothing he looks run-down, but does not cut a very imposing figure. He walks with a slouch but will stand straight to his full 5'8" when asserting himself. His black hair is slicked back into a classic pompadour. His half smiles and green eyes are beguiling and draw you in.
Personality: He is inclined to make off color jokes and interpret anything that could be construed as such as innuendo. He lacks moral complications. He does what he is told to by employers but not much else. He spends his money on whatever he fancies at the time.
History: He grew up in a lower middle class home, but living comfortably wasn't enough. He worked as a nervous Layabout and found it very stressful. He has been a successful dealer in antiques buying low and selling high.
Motivation: He seems to be bored by most things; and retire the richest man in the south
Ideals: Joker, Entrepeneur. Flaws: Mundane. Bonds: Attractive, Job. Occupation: Layabout
Voice: Thin and wheezing
Attributes [hide]
Medium (5'8") Human, Lawful Good (CR 5)
Armor Class 10
Hit Points 36 (5d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 10 (+0) | 12 (+1) | 13 (+1) | 17 (+3) | 16 (+3) |
Senses Passive Perception 13
Languages Common, Halfling
Attacks Melee +3 / 2d4+0, Ranged +3 / 2d4+0, Grapple +0
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 14 | 0 | 0 | 0 | 0 | 0 |
Possessions: 600 gp.
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Their contribution stands as a beacon of hope for all adventurers!