Naeris Hanali, Male Elf [Permalink]
Personal [hide]
Description: He wears a tattered pair of loose green pants, a matching torn shirt, and a visible pair of similar condition same color briefs. His attire stands in sharp contrast to his sword, which is beautifully polished and possesses an ornate carving of a card on it. His hair, while still mostly silver, has prominent grey streaks. His eyes are blue.
Personality: He dislikes all the random violence that takes place in the west. He is kind towards other men and children and will generally offer men help without question. Others will generally need to prove themselves to him.
History: Naeris was born into a poor family. Growing up, he dreamt of becoming a Paladin, 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 Paladin in service of a powerful lord somewhere. He was part of a huge silver rush, which was taken over by a mining company. The company confiscated a lot of silver, but the shipment was lost. He has became unsatisfied with his lot in life, and decided to take up adventuring.
Motivation: He has passion for adventuring and risk; and he desires power and/or immortality
Ideals: Pacifist, Philantrophist, Fighting. Bonds: Poor, Adventurer. Occupation: Bowyer
Voice: Speaks fast with a slight lisp
Attributes [hide]
Medium (4'7") Elf, Lawful Good (CR 3)
Armor Class 10
Hit Points 16 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 11 (+0) | 9 (-1) | 12 (+1) | 13 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common, Elven, Draconic
Attacks Melee +4 / 1d8+2, Ranged +2 / 1d8+0, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 0 | 0 | 0 | 0 |
Possessions: 100 gp.
Nuraval Frostbeard, Male Dwarf [Permalink]
Personal [hide]
Description: He wears tattered old clothes, and he perpetually has his shortspear ready. His chestnut hair is matted, messy, and big. He has violet eyes.
Personality: He's a bit of a prankster. He knows he is clumsy and seen as such and will often feign amnesia after injury. He is always in debt, since he spends his money on lavish parties and gifts for friends
History: His father raised him in a mountain cabin. There was a wharf not far from home where he often wandered off to fish. He was recently attacked on the road and savagely beaten by bandits.
Motivation: To fight the greatest warriors and to fight in the greatest battles ever; and his relatives are trying to arrange a marriage
Ideals: Fighting, Joker. Flaws: Ugly, Impulsive. Bonds: Nature. Occupation: Cook
Voice: Mousy voice
Attributes [hide]
Medium (4'3") Dwarf, Neutral Good (CR 6)
Armor Class 13
Hit Points 54 (6d10)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 17 (+3) | 16 (+3) | 13 (+1) | 15 (+2) | 8 (-1) |
Senses Passive Perception 12
Languages Common, Dwarven, Gnome
Attacks Melee +3 / 2d6+0, Ranged +6 / 2d6+3, Grapple +3
Possessions: 1000 gp. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Mozikth Yarjerit, Male Dragonborn [Permalink]
Personal [hide]
Description: This malnourished man wears a simple blue robe with pastel stripes complete with hood. He keeps his rusty crest in a flapper bob. His face is full, his cheeks are rosy, and he always seems to sport a perfect smile and a twinkle in his red eyes.
Personality: He believes mankind has become decadent and spoiled by the march of civilization and an end should come to life as we know it. He does not mind isolation but does not hate company and attempts to receive them as best as possible.
History: He was born in the west. When he was little, his rather wealthy family often ventured across the mountains to a summer home near a large cave. He would wander through that large cave and adventure through it for days. One day while adventuring a terrible storm took place and he was stranded inside. His family spent the next few days looking for him, and could only assume he was dead when it came time to leave. The family never returned to the mountains due to the painful memories there. Mozikth took refuge in the large cave and found the beat up falchion and armor he uses now. He left for the west, certain he would find work there.
Motivation: To reunite with his absent mother; and to pay off his debts
Ideals: Extrovert. Bonds: Poor, Attractive, Nature, Immigrant. Occupation: Navigator
Voice: Adds syll-ab-les for em-pha-sis
Attributes [hide]
Medium (6'5") Dragonborn, Lawful Evil (CR 13)
Armor Class 12
Hit Points 128 (13d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 14 (+2) | 20 (+5) | 11 (+0) | 16 (+3) | 16 (+3) |
Senses Passive Perception 13
Languages Common
Attacks Melee +7 / 4d4+3, Ranged +6 / 4d4+2, Grapple +3
Possessions: 600 pp. Amber (110 gp). Violet garnet (1100 gp).
Three Mirror, Male Tabaxi [Permalink]
Personal [hide]
Description: Dark and lean, he is a relatively plain man. He wears a worn and beaten armor. He keeps his orange fur in a pixie cut. His copper unseeing eyes seem to look past you.
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 works hard and plays hard.
History: Three hails from a village terrorized by orcs. He took every job he could get his hands on, but the opportunities for Tabaxis in the north were limited. Due to his spouse's obsession with being a Spice Merchant they were divorced and he won custody of their son. He worked as a Architect, and he later adopted a second son.
Motivation: To unite with his brother.
Flaws: Disease, Hedonist. Bonds: Family, Enemies, Immigrant. Occupation: Architect
Voice: Hard of hearing, loud
Attributes [hide]
Medium (5'4") Tabaxi, Neutral Good (CR 3)
Armor Class 13
Hit Points 14 (3d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 16 (+3) | 11 (+0) | 17 (+3) | 12 (+1) | 15 (+2) |
Senses Passive Perception 11
Languages Common, Terran, Auran, Goblin
Attacks Melee +4 / 1d8+2, Ranged +5 / 1d8+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 3 | 1 | 0 | 0 | 0 | 0 | 0 |
Possessions: 1100 sp.
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Their contribution stands as a beacon of hope for all adventurers!
