Roland Ainsley, Male Human [Permalink]
Personal [hide]
Description: He is an average looking eastern male in his early mid-life. He wears loose pants and a collared shirt complete with sweater beneath his coat. He keeps his golden hair in a flapper bob. He wears crescent spectacles with a black brim.
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 loves being with his children and actually smiles when they are around. He would do anything for them. He dislikes his ex a great deal.
History: He was raised in a forest tribe. His mother was supposedly a charlatan fortune teller, but he insists his mother was legitimate. He has since lost track of the people in his past.
Motivation: To reunite with his absent father; and his relatives are trying to arrange a marriage
Flaws: Antagonistic. Bonds: Family, Nature, Religious. Occupation: Stylist
Voice: Old Prospector
Attributes [hide]
Medium (6'3") Human, Neutral Good (CR 1)
Armor Class 12
Hit Points 8 (1d8)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 14 (+2) | 11 (+0) | 14 (+2) | 8 (-1) | 13 (+1) |
Senses Passive Perception 9
Languages Common, Sylvan, Infernal
Attacks Melee +3 / 1d4+1, Ranged +4 / 1d4+2, Grapple +2
Possessions: 40 gp.
Fenriz Wary, Male Tiefling [Permalink]
Personal [hide]
Description: He is dressed in an above average manner. He carries a battered sickle and tarnished glaive as well. He has wavy black hair. His fierce white eyes like to dwell on things.
Personality: He is quiet and reserved most of the time, but warms up to people very quickly. Around friends he is liable to tell dirty jokes and enjoy himself. He can't help but pocket interesting objects he comes across
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. From his teen years he was always beautiful and desirable, so people have always doted on him. Recently he has begun working with bootleggers and crooks.
Motivation: He has decided he is irredeemable; 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: Fighting, Joker. Bonds: Attractive, Criminal record, Mentor. Occupation: Sellsword
Voice: Gruff and masculine
Attributes [hide]
Medium (6'2") Tiefling, Chaotic Evil (CR 5)
Armor Class 10
Hit Points 36 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 11 (+0) | 13 (+1) | 14 (+2) | 11 (+0) | 14 (+2) |
Senses Passive Perception 10
Languages Common, Orc, Halfling
Attacks Melee +3 / 2d4+0, Ranged +3 / 2d4+0, Grapple +0
Possessions: 100 gp. Chrysoprase (80 gp). Silver pearl (130 gp). Rose (80 gp). 1 Minor magic item. 1 Minor magic item.
Gilthur Steelfist, Male Dwarf [Permalink]
Personal [hide]
Description: He wears a tan shirt with thin red vertical stripes and white pants. He carries a battered axe and tarnished spear as well. His hair is long and brown with streaks of black, and is pulled back with small tan clips. His beard is black, braided, and well cared for. His fair skin shows little sign of his aristocratic breeding.
Personality: He likes to make people angry or surprised. 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 born to loving parents in a slum to the south. Through the years after Gilthur was born, his mother became increasingly distant from his family, instead choosing to pursue power in the south. Gilthur's mother didn't care for him much, and the feeling was mutual. After a long history of fighting, Gilthur and his spouse have recently divorced.
Motivation: His relatives are trying to arrange a marriage.
Ideals: Fighting. Flaws: Antagonistic. Bonds: Attractive, Family, Poor. Occupation: Tailor
Voice: Cold and demanding tone
Attributes [hide]
Medium (4'5") Dwarf, True Neutral (CR 2)
Armor Class 10
Hit Points 23 (2d10)
Speed 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 10 (+0) | 18 (+4) | 9 (-1) | 15 (+2) | 15 (+2) |
Senses Passive Perception 14
Languages Common, Dwarven
Attacks Melee +3 / 1d6+1, Ranged +2 / 1d6+0, Grapple +1
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 12 | 0 | 0 | 0 | 0 | 0 |
Possessions: 2000 sp.
Reynard Huckabee, Male Human [Permalink]
Personal [hide]
Description: He wears a fine chain shirt which he covers with brown colored cloaks and clothing. He is portly but not overly obese. He wears his brown hair up in a very large beehive style do. His face is feral with sharp distinguishing features. His spectacle hidden eyes are a deep green.
Personality: He is highly sensitive about his name. He loathes it, but will not take any guff about it from anyone. He does not believe in violence as a means to an end. He is a dedicated Cook but believes his peers are too gung-ho.
History: He was born to a criminal king-pin and mafia family Before the accident, he was one of the most outspoken anti-Human activists. He was mortally wounded, saved by a kind and fast-acting Human doctor. He used his abilities to trick people and travel the world for free.
Motivation: Wants to work out more often; and seeks redemption
Ideals: Pacifist, Athletic. Flaws: Sensitive, Racist. Bonds: Criminal record. Occupation: Cook
Voice: Rolls R's
Attributes [hide]
Medium (6'4") Human, Neutral Evil (CR 1)
Armor Class 12
Hit Points 7 (1d6)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 14 (+2) | 13 (+1) | 17 (+3) | 8 (-1) | 15 (+2) |
Senses Passive Perception 9
Languages Common, Gnoll, Druidic, Infernal
Attacks Melee +4 / 1d4+2, Ranged +4 / 1d4+2, Grapple +2
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 13 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
Possessions: 4000 cp. Malachite (4 gp).
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Their contribution stands as a beacon of hope for all adventurers!

