Kelter Stoutman, Male Halfling [Permalink]
Personal [hide]
Description: This man wears skinny pants and wears a black and tan robe with the hood down. He has a penchant for wearing a ring with an oversized amber on his right hand. His head has been shaved. His ears are large.
Personality: He snorts whenever he laughs or is feeling confident. Only to laugh say gotcha and shoot double pistol fingers at the fooled target.
History: Kelter was born in the south. At a young age he loved to build and create. At a young age he wooed the heart of his future spouse and the two had a long relationship before they wed. He has built up a small fortune and can afford his own way.
Motivation: Wishes to resurrect an old love; and money/treasure
Ideals: Joker, Persistence. Flaws: Ugly. Bonds: Rich, In love. Occupation: Locksmith
Voice: growls and snarls, animalistic
Attributes [hide]
Small (2'10") Halfling, Chaotic Evil (CR 6)
Armor Class 13
Hit Points 51 (6d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 15 (+2) | 14 (+2) | 15 (+2) | 16 (+3) | 15 (+2) |
Senses Passive Perception 13
Languages Common, Halfling, Giant, Orc
Attacks Melee +4 / 2d6+1, Ranged +5 / 2d6+2, Grapple +6
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 14 | 5 | 3 | 3 | 2 | 0 | 0 | 0 |
Possessions: 8000 sp. Golden yellow topaz (400 gp). 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Olunt Dankil, Male Dwarf [Permalink]
Personal [hide]
Description: A well shaped man just over fifty, he wears a shirt and pants that are bristling with pockets overflowing with maps, compasses, and other navigational equipment. His hair, while still mostly red, has prominent grey streaks. He has a very pronounced jaw and large eyebrows. He wears rectangular glasses with silver brims.
Personality: While he acts the brute, he is far gentler than he would appear. Animals are drawn to him, and he is able to talk to them.
History: Olunt lived on a farm with his father, near the main road leading to a nearby town. In his youth he was a Blacksmith, and wanted to be a champion fighter when he grew up. He was working during a period of war, and as one of the natives he lived in fear of joining the others in being slaughtered. He saw the brutality and swore off his fighting aspirations, taking his younger brother on his back after seeing his parents die, and fled the country. When his spouse passed he lost his only source of income but claims to his daughters to still be retired.
Motivation: To reunite with his absent father; and wants to raise his children well
Ideals: Entrepeneur, Fighting, Gifted. Flaws: PTSD. Bonds: Family. Occupation: Unemployed
Voice: Speaks through clenched teeth
Attributes [hide]
Medium (4'0") Dwarf, Chaotic Neutral (CR 2)
Armor Class 11
Hit Points 13 (2d6)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 12 (+1) | 16 (+3) | 13 (+1) | 14 (+2) | 14 (+2) |
Senses Passive Perception 12
Languages Common, Dwarven, Ignan
Attacks Melee +3 / 1d6+1, Ranged +3 / 1d6+1, Grapple +1
Possessions: 390 gp.
Guy Garfield, Male Human [Permalink]
Personal [hide]
Description: He is a husky man, who wears a suit in poor condition. It has not been laundered in sometime and has been worn in activities one would not normally wear a suit during. He has a long auburn beard with little hanging trinkets. He is very pretty but has cold, dead eyes.
Personality: He is a man who does what he needs to. He will acquiesce to black mail and extortion to avoid trouble. He is obsessed with finding treasure.
History: Guy was born with his mother's beautiful face. As a young adult he joined a group advocating for an improvement in Human conditions. Recently he has begun working with bootleggers and crooks.
Motivation: To get a good night's sleep; and meet up once more with his childhood friend
Flaws: Racist, Insomniac. Bonds: Adventurer, Attractive, Criminal record. Occupation: Doctor
Voice: Hard of hearing, loud
Attributes [hide]
Medium (6'2") Human, Chaotic Neutral (CR 3)
Armor Class 12
Hit Points 20 (3d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 15 (+2) | 15 (+2) | 8 (-1) | 13 (+1) | 15 (+2) |
Senses Passive Perception 11
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +4 / 1d8+2, Grapple +2
Possessions: Silver comb with moonstones (200 gp). Silver-plated steel longsword with jet jewel in hilt (200 gp). Eyepatch with mock eye of sapphire and moonstone (600 gp).
Zaffrab Wildwander, Male Gnome [Permalink]
Personal [hide]
Description: He is a paragon of his species. He is larger and stronger than most Gnomes. His skin is dark but he possesses many green ritualistic tattoos. He prefers to wear the grand gowns of high society. He carries his fan with him everywhere and carries himself as the perfect gentleman. He has a very tight haircut. His half smiles and hazel eyes are beguiling and draw you in.
Personality: Zaffrab speaks confidently about a variety of topics with grace. He is clearly well-traveled and educated. He has the money to obtain near anything and knows that if you pay a man enough he will sell his own mother. Money is his most trusted friend.
History: He was born on a small isolated farm. In his 15th year, while out on a day-trip, he returned to find his hometown burning and destroyed. He found his mother impaled in their home, and his father 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 now mingles about in high society.
Motivation: He has money and likes to spend it; and he feels threatened by others
Ideals: Impeccable. Flaws: Fearful. Bonds: Rich, Attractive, Nature. Occupation: Server
Voice: Uses lots of figures of speech
Attributes [hide]
Small (3'2") Gnome, Chaotic Neutral (CR 4)
Armor Class 13
Hit Points 18 (4d4)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 15 (+2) | 14 (+2) | 13 (+1) | 10 (+0) | 10 (+0) |
Senses Passive Perception 10
Languages Common, Gnome, Celestial
Attacks Melee +1 / 1d10-1, Ranged +4 / 1d10+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 4 | 3 | 2 | 0 |
Possessions: 300 gp. 1 Minor magic item.
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Their contribution stands as a beacon of hope for all adventurers!