Agatha Staurheim, Female Human [Permalink]
Personal [hide]
Description: She is a paragon of her species. She is larger and stronger than most Humans. Her skin is light but she possesses many white ritualistic tattoos. She wears a worn and beaten armor. She has slicked back brown hair. She is baby faced.
Personality: She can speak with the dead, and doesn't see much difference between the living and dead. She has a hair trigger and will fly into rage over the tiniest perceived slights.
History: She was a bastard born out of an affair, and her mother always resented and mistreated her for it out of spite. Before the accident, she was one of the most outspoken anti-Human activists. She was mortally wounded, saved by a kind and fast-acting Human doctor. She has recently attracted an admirer that believes she's playing hard to get.
Motivation: She is greedy; and money/treasure
Ideals: Gifted. Flaws: Antagonistic, Racist. Bonds: Has a crush, Rich. Occupation: Barrister
Voice: Uses lots of figures of speech
Attributes [hide]
Medium (5'4") Human, Lawful Good (CR 5)
Armor Class 11
Hit Points 54 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 13 (+1) | 17 (+3) | 15 (+2) | 12 (+1) | 9 (-1) |
Senses Passive Perception 14
Languages Common, Sylvan, Gnoll
Attacks Melee +4 / 2d4+1, Ranged +4 / 2d4+1, Grapple +1
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 12 | 0 | 0 | 0 |
Possessions: Deep blue spinel (200 gp). Brown-green garnet (80 gp). Smoky quartz (30 gp).
Helen Birkenhead, Female Human [Permalink]
Personal [hide]
Description: She prefers to wear fine silks, though has several suits of combat armor for her hunting needs, and she perpetually has her flail ready. Her hair is white and very short. Her violet eyes are passionate and lively.
Personality: A rambunctious noisy drunk she knows how to make people feel guilty. She always tries to repair and not replace. It was this mentality that drove her into the Courier business.
History: Helen was born the youngest of three triplets. As a young adult she joined a group advocating for an improvement in Human conditions. She has been saving her money to try and buy her sister's freedom.
Motivation: To unite with her sister.
Ideals: Fighting, Persistence. Flaws: Depressed, Racist. Bonds: Rich, Family. Occupation: Courier
Voice: Mumbles to self between sentences
Attributes [hide]
Medium (5'10") Human, Chaotic Good (CR 5)
Armor Class 10
Hit Points 61 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 10 (+0) | 17 (+3) | 9 (-1) | 13 (+1) | 7 (-2) |
Senses Passive Perception 11
Languages Common
Attacks Melee +6 / 2d4+3, Ranged +3 / 2d4+0, Grapple +3
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 12 | 0 | 0 | 0 | 0 |
Possessions: 300 gp.
Jane Shelby, Female Human [Permalink]
Personal [hide]
Description: Wearing a closed helm and plate, one would not know what she was had she not made sure her armor was more form fitting than normal. Outside of the suit she prefers to wear brown pants and tee shirts. Her hair is always cut to a buzz. She wears round tiny glasses practically rammed into her face.
Personality: She trusts no one. She is not readily capable for forgiveness and her ire never leaves her. She disdains her fellow northerners, claiming they make her look unintelligent just for using an accent.
History: Jane was born into a poor family. Growing up, she dreamt of becoming a Paladin, to bring honor to her family’s name. When she came of age, she applied for a position with her town's local guard, looking to work her way up via merit and eventually become a Paladin in service of a powerful lord somewhere. She was an adventurer many years ago and she formed a blood bond with her Human companion (her 'brother'). When she grew older, she became a bit more civilized, usually hanging around bars and taverns. She began work as a mercenary for hire. She would embark on any mission as long as the price was right.
Motivation: Meet up once more with her childhood friend.
Flaws: Antagonistic. Bonds: Immigrant, Poor, Adventurer. Occupation: Locksmith
Voice: Mousy voice
Attributes [hide]
Medium (4'11") Human, Lawful Neutral (CR 5)
Armor Class 12
Hit Points 31 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 14 (+2) | 11 (+0) | 12 (+1) | 11 (+0) | 17 (+3) |
Senses Passive Perception 10
Languages Common, Aquan
Attacks Melee +5 / 2d4+2, Ranged +5 / 2d4+2, Grapple +2
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 11 | 0 | 0 |
Possessions: 90 pp. Tourmaline (70 gp). Black opal (500 gp). Red-brown spinel (70 gp). Hematite (16 gp).
Gomory Colby, Male Human [Permalink]
Personal [hide]
Description: A well shaped man just over fifty, he is wearing a long, white cloak. His hair is cut close to his head. His eyes are likewise amber. His teeth are yellowed and unaligned.
Personality: He believes mankind has become decadent and spoiled by the march of civilization and an end should come to life as we know it. His actions favor neither the good nor the evil, as he answers to a power that mortal men fail to acknowledge.
History: His father raised him in a mountain cabin. 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 Actor. He's since become an addict/alcoholic.
Motivation: He's repulsed by the PC; and wants to open a new tavern
Flaws: Ugly, Addict, Antagonistic. Bonds: Nature, Religious, Job. Occupation: Actor
Voice: High pitched, excited
Attributes [hide]
Medium (6'4") Human, Chaotic Evil (CR 5)
Armor Class 13
Hit Points 30 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 17 (+3) | 9 (-1) | 9 (-1) | 11 (+0) | 15 (+2) |
Senses Passive Perception 10
Languages Common
Attacks Melee +3 / 2d4+0, Ranged +6 / 2d4+3, Grapple +3
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 11 | 0 | 0 |
Possessions: 500 gp. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
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Their contribution stands as a beacon of hope for all adventurers!


