Andram Glee, Male Tiefling [Permalink]
Personal [hide]
Description: He wears an entirely black suit with tan socks and a vest with buckled shoes. He cuts an attractive figure and his suit of old armor is well cared for even if it is obsolete. He has wavy blue hair. His black eyes peer out from beneath his feathered black hat.
Personality: He can speak with the recently deceased. He takes great pride in his work and is very well organized. His planner is full of calendar events.
History: He was born several months after his father was called into army service. His father was a soldier and died while he was still young. Andram was left his father's suit of armor and trained in its use and care. He now owns his own business.
Motivation: To be a Shipwright again; and wants to open a new tavern
Ideals: Gifted. Bonds: Attractive, Job, Military. Occupation: Armorer
Voice: Forgets to breathe while speaking
Attributes [hide]
Medium (5'0") Tiefling, Lawful Neutral (CR 9)
Armor Class 11
Hit Points 32 (9d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 12 (+1) | 9 (-1) | 12 (+1) | 14 (+2) | 18 (+4) |
Senses Passive Perception 12
Languages Common, Undercommon
Attacks Melee +5 / 3d4+2, Ranged +4 / 3d4+1, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 6 | 4 | 4 | 3 | 2 |
Possessions: 1000 gp.
Azgrom Blyth, Male Half-Orc [Permalink]
Personal [hide]
Description: 6'5" and muscular, this northern man wears well tailored suits and hats with beautiful decoration. He is almost always dressed for an outing in high society. His auburn hair is cut short with large spiked bangs in the front. His brown eyes are passionate and lively.
Personality: He fancies himself a trickster and likes to rely on his wits to carry the day. He cares for his older siblings and likes to be recognized by them. He is a logical person and will generally grow upset if things defy logic and science.
History: He was raised happily, as a normal child born to his mother and father. His mother taught him the rudiments of the Shipwright arts, while his father instructed him in etiquette, music and courtly manner. Being born in the north, he completed his medical training abroad so as to avoid the war. He returned after the war having achieved medical proficiency. He was a general practitioner in the north for years, until he, through no fault of his own, lost a patient who had a very powerful family. Rather than risk reprisal he made his way east. When his spouse passed he lost his only source of income but claims to his sons to still be retired.
Motivation: His religion dominates his actions; and he is compelled to act according to his religious beliefs
Ideals: Athletic, Logical. Bonds: Rich, Family, Religious. Occupation: Shipwright
Voice: Boston accent
Attributes [hide]
Medium (6'5") Half-Orc, Lawful Good (CR 11)
Armor Class 11
Hit Points 46 (11d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 13 (+1) | 14 (+2) | 11 (+0) | 15 (+2) | 7 (-2) |
Senses Passive Perception 12
Languages Common, Orc
Attacks Melee +7 / 3d8+3, Ranged +5 / 3d8+1, Grapple +3
Possessions: 600 gp. Fire opal pendant on a fine gold chain (900 gp).
Naill Blumenthal, Male Half-Elf [Permalink]
Personal [hide]
Description: This malnourished man wears a well pressed and immaculate suit (or dress). His golden hair and beard is wavy and long. His violet eyes have a joyful gleam in them most of the time.
Personality: He is intelligent and cunning, but he will too often allow his rage to get the better of him. He will lose his cool and rely on brute force to carry the day. He is however greedy and will demand payment and proof of collateral's value and will produce a merchant's scale to make sure he is not cheated out of a speck.
History: Born the oldest of a large religious eastern family, he was no stranger to responsibility. Naill was born on a far eastern forest where he grew up under the tutelage of his mother, an expert Sage. He left for the east, certain he would find work there.
Motivation: His religion dominates his actions; and retire the richest man in the east
Ideals: Entrepeneur. Flaws: Antagonistic. Bonds: Poor, Religious, Immigrant. Occupation: Sage
Voice: Jamaican accent
Attributes [hide]
Medium (5'4") Half-Elf, Chaotic Good (CR 3)
Armor Class 13
Hit Points 20 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 17 (+3) | 13 (+1) | 14 (+2) | 13 (+1) | 17 (+3) |
Senses Passive Perception 11
Languages Common, Elven, Aquan, Ignan
Attacks Melee +3 / 1d8+1, Ranged +5 / 1d8+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 4 | 2 | 1 | 0 |
Possessions: 2800 sp.
Cockaby Nopenstallen, Male Gnome [Permalink]
Personal [hide]
Description: He is a man of bearing and well nourished. He is perpetually draped in fineries, but all of this concealed by his earthly robes.. He has a small bristly mustache and wavy silver hair. His gray eyes dart from person to person to random spaces in the air.
Personality: He is mildly Gnome supremacist, though he does not identify as such. He is often prim and proper but will on occasion tell either really disgusting or offensive jokes, which seem out of character.
History: Cockaby was born into a poor family. Growing up, he dreamt of becoming a Bard, to bring honor to his family’s name. When he came of age, he applied for a position with his town's local guard, looking to work his way up via merit and eventually become a Bard in service of a powerful lord somewhere. He found a children's book about a Gnome Bard who fought for good and justice and never realised it was just a child's story. He modeled his life after the story, seeing himself destined a hero. He has drifted apart from his friends and has been working freelance. Each gave each other a copy of their signature kukri.
Motivation: Meet up once more with his childhood friend.
Ideals: Joker. Flaws: Racist. Bonds: Attractive, Poor, Adventurer. Occupation: Shepherd
Voice: Low range voice
Attributes [hide]
Small (3'4") Gnome, True Neutral (CR 6)
Armor Class 13
Hit Points 52 (6d6)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 14 (+2) | 19 (+4) | 11 (+0) | 14 (+2) | 16 (+3) |
Senses Passive Perception 12
Languages Common, Gnome
Attacks Melee +3 / 2d6+0, Ranged +5 / 2d6+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 3 | 3 |
Possessions: 1 Masterwork Common Melee. 1 Masterwork Common Melee. 1 Masterwork Common Melee.
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Their contribution stands as a beacon of hope for all adventurers!