Orsik Aranore, Male Dwarf [Permalink]
Personal [hide]
Description: This man stands a little under 4'1" and is a bit bulky. He is very muscular particularly in the legs. He very much looks the part of a Miller. He keeps his white hair in a flapper bob. His hazel eyes are passionate and lively.
Personality: Orsik hangs on like a leech to those who appreciate him. It was this clingy personality that held back his poetry career. He believes the world needs to unite to get rid of dire rats once and for all.
History: He was born in the east. He moved from fad to fad and when he turned 15 he discovered poetry. He used his abilities to travel the world and help people.
Motivation: Someone believes him a fraud; and many dire rats want him driven away
Ideals: Artistic, Philantrophist. Bonds: Job, Enemies, Immigrant. Occupation: Miller
Voice: Rolls R's
Attributes [hide]
Medium (4'1") Dwarf, True Neutral (CR 2)
Armor Class 13
Hit Points 8 (2d4)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 17 (+3) | 12 (+1) | 15 (+2) | 14 (+2) | 13 (+1) |
Senses Passive Perception 12
Languages Common, Dwarven, Sylvan, Undercommon
Attacks Melee +3 / 1d6+1, Ranged +5 / 1d6+3, Grapple +3
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 12 | 6 | 4 | 0 | 0 | 0 | 0 |
Possessions: 400 sp. Jade (110 gp). Brown-green garnet (110 gp).
Manfred Ashton, Male Human [Permalink]
Personal [hide]
Description: 5'4" and muscular, this southern man tends to wear a heavy leather apron. Coupled with his rolled up shirt sleeves this gives him a very relaxed look. His long black hair is drawn into a two foot long braid. His eyes are a pleasant brown.
Personality: He is extraordinarily passive and rarely speaks, let alone speaks his mind. He has no love for corruption and racketeering and views those as crimes of the highest magnitude.
History: He was born in a small desert village. Through the years after Manfred was born, his mother became increasingly distant from his family, instead choosing to pursue power in the south. Manfred's mother didn't care for him much, and the feeling was mutual. He remains aloof and afraid to be himself due to all the ideals others have placed upon him.
Motivation: He is compelled to act according to his religious beliefs; and he has a rivalry with the church that dominates his actions
Ideals: Athletic, Justice. Flaws: Shy, Antagonistic. Bonds: Nature, Religious. Occupation: Spice Merchant
Voice: Sighs a lot, exhausted
Attributes [hide]
Medium (5'4") Human, Chaotic Neutral (CR 1)
Armor Class 9
Hit Points 9 (1d6)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 9 (-1) | 17 (+3) | 15 (+2) | 14 (+2) | 10 (+0) |
Senses Passive Perception 12
Languages Common, Infernal, Elven
Attacks Melee +4 / 1d4+2, Ranged +1 / 1d4-1, Grapple +4
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 12 | 3 | 1 | 0 | 0 | 0 |
Possessions: 110 gp. Black pearl (300 gp).
Corkitron Quickstep, Male Halfling [Permalink]
Personal [hide]
Description: This man is moderately tanned and has just the faintest trace of an accent. He tends to wear a tan poncho over his likewise colored trousers and shirt. He keeps his auburn hair in a pixie cut. His hazel eyes dart around the room hyper actively observing anyone and anything.
Personality: He does not care much for physical appearances, nor does he care much for other people. He does however care about what he wants and getting it. He is able to fit into much smaller and tighter spaces than normal.
History: He was born into a rich family. In his 16th year, while out on a day-trip, he returned to find his hometown burning and destroyed. He found his father impaled in their home, and his mother beheaded. He saw the man who walked out, and charged him in a blind rage. The man easily evaded and defeated him, leaving him to live broken and terrified. He moves from town to town, unable to find a place to settle.
Motivation: He has money and likes to spend it; and he feels threatened by others
Ideals: Gifted. Flaws: Ugly, Fearful. Bonds: Immigrant, Rich. Occupation: Actor
Voice: Aggressive tone
Attributes [hide]
Small (3'1") Halfling, Chaotic Evil (CR 4)
Armor Class 12
Hit Points 37 (4d10)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 7 (-2) | 13 (+1) | 15 (+2) | 13 (+1) | 14 (+2) | 17 (+3) |
Senses Passive Perception 12
Languages Common, Halfling, Gnome
Attacks Melee +0 / 1d10-2, Ranged +3 / 1d10+1, Grapple +1
Possessions: 400 gp.
Uraim Eversharp, Male Dwarf [Permalink]
Personal [hide]
Description: He prefers to wear the grand gowns of high society. He carries his fan with him everywhere and carries himself as the perfect gentleman. His attire stands in sharp contrast to his dagger, which is beautifully polished and possesses an ornate carving of a butterfly on it. His white hair is cut short with large spiked bangs in the front. He is very pretty but has cold, dead eyes.
Personality: He is always cheerful, even with a hangover, and is always willing to go through all sorts of trouble to help his friends. He considers everything a fun event and doesn't hold grudges. He lacks restraint and is impulsive. He jumps in and acts without thinking all too often.
History: Born in the south to a Miner, Uraim learned a great deal about his mother's area of expertise. He inherited a moderately successful company from his mother. Under his leadership it has flourished, and using capital from his venture he effectively owns an entire region. He has worked as a Miner like his mother before him.
Motivation: To be a Miller again; and further expansion of business
Ideals: Optimist. Flaws: Impulsive. Bonds: Rich, Attractive, Job. Occupation: Miner
Voice: pre-pubescent
Attributes [hide]
Medium (4'4") Dwarf, Chaotic Good (CR 12)
Armor Class 12
Hit Points 102 (12d8)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 15 (+2) | 19 (+4) | 16 (+3) | 15 (+2) | 10 (+0) |
Senses Passive Perception 12
Languages Common, Dwarven, Infernal, Goblin, Orc
Attacks Melee +8 / 3d10+4, Ranged +6 / 3d10+2, Grapple +4
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 14 | 6 | 5 | 4 | 4 | 3 | 3 |
Possessions: 3000 gp. Hematite (11 gp). Jade (50 gp). Rock crystal (20 gp). Freshwater pearl (11 gp). Golden yellow topaz (900 gp). Bloodstone (20 gp). 1 Minor magic item. 1 Minor magic item. 1 Minor magic item. 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!

