Ar-Baruk Addington, Male Half-Orc [Permalink]
Personal [hide]
Description: His right thumb is blackened and bruised, but otherwise he appears quite healthy. He wears dull pastel sweaters, loose brown pants, and alligator leather shoes. Beneath his sweater he keeps a concealed pickaxe, just in case. His auburn hair is thinning but still full. His amber eyes peer out from beneath his Stetson pastel hat.
Personality: Here is a man who knows he is the smartest in the room. He talks down to others constantly. His temper goes off on the smallest of things. He tends to lash out at those around him.
History: Ar-Baruk was born in the west. At a young age he loved to build and create. Through the years after Ar-Baruk was born, his father became increasingly distant from his family, instead choosing to pursue power in the west. Ar-Baruk's father didn't care for him much, and the feeling was mutual. He has since lost track of the people in his past.
Motivation: He has a crush on the local Cartwright; and to settle down with his crush
Ideals: Impeccable, Persistence. Flaws: Antagonistic. Bonds: Family, Has a crush. Occupation: Engraver
Voice: Jittery and nervous
Attributes [hide]
Medium (6'6") Half-Orc, Chaotic Evil (CR 17)
Armor Class 10
Hit Points 115 (17d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 11 (+0) | 15 (+2) | 10 (+0) | 12 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common, Orc
Attacks Melee +8 / 5d4+2, Ranged +6 / 5d4+0, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 15 | 6 | 5 | 5 |
Possessions: 9000 gp. Deep blue spinel (1100 gp). White pearl (60 gp). Chalcedony (50 gp). Rich purple corundum (1200 gp). 1 Medium magic item. 1 Medium magic item.
John Harrington, Male Human [Permalink]
Personal [hide]
Description: His right thumb is blackened and bruised, but otherwise he appears quite healthy. He wears a blue costume with the symbols of his god on his torso. His red hair is cut short. He has a dull look in his amber eyes.
Personality: He likes to be helpful to his clients. He likes to prescribe proper advice to his clients. He lacks restraint and is impulsive. He jumps in and acts without thinking all too often.
History: Born to a pair of adventurers, John grew up listening to his mother's many stories. A gypsy cursed him at a young age, leading to his ugly appearance. He then took over the family business and is one of the better Shoemaker for hire.
Motivation: Meet up once more with his childhood friend; and expand his business
Flaws: Impulsive, Ugly. Bonds: Job, Adventurer. Occupation: Shoemaker
Voice: Eastern European accent
Attributes [hide]
Medium (6'1") Human, Neutral Evil (CR 1)
Armor Class 11
Hit Points 12 (1d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 12 (+1) | 15 (+2) | 13 (+1) | 17 (+3) | 13 (+1) |
Senses Passive Perception 13
Languages Common, Giant
Attacks Melee +2 / 1d4+0, Ranged +3 / 1d4+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 0 | 0 | 0 | 0 | 0 |
Possessions: 3000 cp.
Bertram Wildcloak, Male Halfling [Permalink]
Personal [hide]
Description: This tall, slender man likes to wear tan tank tops with blue pants. His auburn hair is lengthy and is close to two feet long. His violet eyes dart from person to person.
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 claims to be unscrupulous but at the end of the day he will do what he thinks is right.
History: Bertram was born the youngest of three triplets. 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. Days after completing his studies, news broke out that his hometown was attacked by orcs. Bertram was horrified and prayed that his mother was alright. However, he heard that his mother had died fighting off the orcs.
Motivation: He is wracked by social anxiety; and he feels threatened by others
Ideals: Justice. Flaws: Antagonistic, Fearful. Bonds: Family, Enemies. Occupation: Scribe
Voice: Uses sign language
Attributes [hide]
Small (3'0") Halfling, Lawful Neutral (CR 3)
Armor Class 11
Hit Points 19 (3d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 10 (+0) | 12 (+1) | 13 (+1) | 13 (+1) | 15 (+2) |
Senses Passive Perception 11
Languages Common, Halfling, Aquan
Attacks Melee +1 / 1d8-1, Ranged +2 / 1d8+0, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 4 | 2 | 1 | 0 |
Possessions: 70 pp. 1 Masterwork Common Ranged Weapon. 1 Masterwork Common Ranged Weapon. 1 Masterwork Uncommon Weapon.
Tarak Tickle, Male Half-Orc [Permalink]
Personal [hide]
Description: This exceptionally lanky man is wearing the road beaten gear of a warrior. His chestnut hair is well kept and his bushy mustache is tapered upwards at the ends. He wears large thick round spectacles.
Personality: He is fixated on the number 72. He counts his steps and bites of food to keep in track with it. He seems to be used to being ignored and not questioned about it. Any perceived weakness will be pressed and exploited. He is seen as merciless and passionate.
History: He was raised in a mountains tribe. From there he went from mercenary job to mercenary job. He has drifted apart from his friends and has been working freelance. Each gave each other a copy of their signature shortbow.
Motivation: Further expansion of business; and wants to open a new tavern
Ideals: Fighting. Flaws: Insane. Bonds: Criminal record, Nature, Adventurer, Job. Occupation: Spy
Voice: Thin and wheezing
Attributes [hide]
Medium (5'4") Half-Orc, True Neutral (CR 6)
Armor Class 11
Hit Points 32 (6d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 12 (+1) | 8 (-1) | 14 (+2) | 11 (+0) | 12 (+1) |
Senses Passive Perception 10
Languages Common, Orc, Celestial, Gnome
Attacks Melee +6 / 2d6+3, Ranged +4 / 2d6+1, Grapple +4
Possessions: 10000 cp. 1 Minor magic item.
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Their contribution stands as a beacon of hope for all adventurers!
