Uraim Frostbeard, Male Dwarf [Permalink]
Personal [hide]
Description: He is an average looking eastern male in his early mid-life. He wears light armors faded through time and improper care. He wears his hair in dreadlocks. His blue eyes lackadaisically let the world flow into them.
Personality: He loves telling others what to do and how they should feel about things. He is a ruthless business man, a trait he acquired from his mother.
History: Born to a pair of adventurers, Uraim grew up listening to his mother's many stories. Uraim was a troubled youth. He spent his days as a hard laborer instead of attending school, and spent his evenings with numerous mobsters and gang members. Uraim decided he wanted neither the life of his mother nor that of the evil petty criminals he associated with. During his early adolescence, he took a sudden opportunity while working the docks and commandeered a vessel that was left unmanned. He is searching for what he claims is his rightful reward.
Motivation: He is being blackmailed/forced/etc and this influences his actions; and he will attempt to ambush and attack anyone he thinks he can take on alone and try to knock them out with non-lethal damage. if successful, he will try to sell them to his slave-trader contact
Ideals: Opinionated, Entrepeneur. Bonds: Adventurer, Criminal record. Occupation: Jeweler
Voice: Italian accent
Attributes [hide]
Medium (4'2") Dwarf, Neutral Evil (CR 1)
Armor Class 12
Hit Points 7 (1d6)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 15 (+2) | 12 (+1) | 13 (+1) | 12 (+1) | 11 (+0) |
Senses Passive Perception 11
Languages Common, Dwarven, Abyssal
Attacks Melee +4 / 1d4+2, Ranged +4 / 1d4+2, Grapple +4
Possessions: 400 sp. 1 Masterwork Uncommon Weapon.
Fenriz Twist, Male Tiefling [Permalink]
Personal [hide]
Description: 6'0" and muscular, this southern man wears a brown shirt with thin red vertical stripes and black pants. His white hair is still thick. His white eyes lackadaisically let the world flow into them.
Personality: Calm and collected, he is a well trained Banker. He is very protective of his business, his home, and his spouse. He is willing to work with less than legal methods but maintains the front of legitimacy.
History: Sold as a small child to a necromancer, Fenriz was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. When money was particularly tight he was walking through alleys when he overheard a Banker hiring some criminals to sabotage a competitor. He made his way to the other competitor and parlayed his knowledge into a job. He then took over the family business and is one of the better Banker for hire.
Motivation: Wants to open a new tavern.
Ideals: Athletic. Bonds: Job, Criminal record, Mentor, Poor. Occupation: Banker
Voice: Dark and ominous
Attributes [hide]
Medium (6'0") Tiefling, Neutral Evil (CR 7)
Armor Class 13
Hit Points 46 (7d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 16 (+3) | 11 (+0) | 14 (+2) | 15 (+2) | 13 (+1) |
Senses Passive Perception 12
Languages Common, Orc, Aquan
Attacks Melee +6 / 2d8+3, Ranged +6 / 2d8+3, Grapple +3
Possessions: 700 gp. Alexandrite (1500 gp). Black pearl (1500 gp). Fire opal (600 gp). Fire opal (600 gp). 1 Minor magic item. 1 Minor magic item.
Shane Richie, Male Human [Permalink]
Personal [hide]
Description: What flesh remains visible is marred by burns. He is renowned for his bright green suits and hats. His golden hair has been sun bleached extensively. His violet eyes lackadaisically let the world flow into them.
Personality: His voice, at times compared to that of a Nymph, lambasts those who consider themselves "civilized" with snide, belittling remarks; the subtle growl he speaks with growing louder in doing so, one can find it most pronounced, despite the otherwise natural purity of his tone. He refers to his adoptive mother for almost all things he is unsure about, which are numerous. He is very much still a child and has not developed a drive for self-dependency.
History: He was raised by priests from a young age. Being born in the west, 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 west 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 south. He was recently attacked on the road and savagely beaten by bandits.
Motivation: Wants to have a good time and be beloved; and he has a rivalry with the church that dominates his actions
Ideals: Optimist. Flaws: Ugly, Cynical. Bonds: Family, Religious, Mentor. Occupation: Farmer
Voice: Speaks with squeezed throat
Attributes [hide]
Medium (6'6") Human, True Neutral (CR 11)
Armor Class 9
Hit Points 99 (11d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 9 (-1) | 17 (+3) | 14 (+2) | 9 (-1) | 11 (+0) |
Senses Passive Perception 9
Languages Common, Giant, Infernal
Attacks Melee +5 / 3d8+1, Ranged +3 / 3d8-1, Grapple +1
Possessions: 2200 gp.
Karash Churchill, Male Half-Orc [Permalink]
Personal [hide]
Description: The dark-skinned man stands 5'0" and tends to wear a heavy leather apron. Coupled with his rolled up shirt sleeves this gives him a very relaxed look. His brown hair is braided into rings. His hazel unseeing eyes seem to look past you.
Personality: He is irascible and easily irritated. He takes great joy in being the best Mercenary in town.
History: Karash was born with his mother's beautiful face. He made a point of taking high paying jobs and getting most of it up front. He has gone from town to town till he finds a spot where he can set up a sustainable business.
Motivation: To be a Brewer again.
Flaws: Disease, Antagonistic. Bonds: Job, Attractive, Adventurer. Occupation: Mercenary
Voice: Low range voice
Attributes [hide]
Medium (5'0") Half-Orc, Lawful Evil (CR 7)
Armor Class 11
Hit Points 45 (7d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 12 (+1) | 11 (+0) | 9 (-1) | 14 (+2) | 14 (+2) |
Senses Passive Perception 12
Languages Orc
Attacks Melee +5 / 2d8+2, Ranged +4 / 2d8+1, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 0 | 1 | 0 | 0 | 0 |
Possessions: 400 gp.
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Their contribution stands as a beacon of hope for all adventurers!