Kellen Nopenstallen, Male Gnome [Permalink]
Personal [hide]
Description: This southern man is abnormally tall. He is renowned for his bright pastel suits and hats. His whole body is exceptionally muscular. He wears his red hair up. His skin is flawless and his amber eyes scan people very quickly.
Personality: Eccentric and domineering, Kellen will drive conversation. He lacks restraint and is impulsive. He jumps in and acts without thinking all too often.
History: His parents moved while he was still in utero so he is the first generation to be born here. Because his father participated in the massacre of their homeland, brigands burned their ranch to the ground and forced them out. He was preparing to flee to the south, but the outbreak of war prevented him and his mother from journeying south to reunite his family. He has drifted from career to career and currently works as a Beggar.
Motivation: Someone believes him a fraud; and he is unsatisfied with his job
Ideals: Extrovert. Flaws: Impulsive. Bonds: Immigrant, Attractive, Enemies, Job. Occupation: Beggar
Voice: Sighs a lot, exhausted
Attributes [hide]
Small (3'5") Gnome, Lawful Evil (CR 4)
Armor Class 14
Hit Points 24 (4d6)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 16 (+3) | 15 (+2) | 18 (+4) | 12 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common, Gnome, Celestial, Ignan, Abyssal, Giant
Attacks Melee +4 / 1d10+2, Ranged +5 / 1d10+3, Grapple +5
Possessions: 100 gp. Amethyst (40 gp). Chrysoberyl (40 gp). Zircon (50 gp).
Adrik Bofdann, Male Dwarf [Permalink]
Personal [hide]
Description: He wears tattered old clothes. He is portly but not overly obese. His long black hair is drawn into a two foot long braid. His face possesses mild wrinkles. His smile is extraordinarily sincere though he does not smile often.
Personality: He resents people who mock his appearance or him, so he has learned to be the meanest son of a gun. He also is a firm believer in the manly ideal.
History: He was a bastard born out of an affair, and his father always resented and mistreated him for it out of spite. While he appears to be a normal Dwarf, he's... not quite right. Perhaps he's slightly insane, or otherwise so mentally alien to the rest of the world that he plain doesn't fit in. After a long history of fighting, Adrik and his spouse have recently divorced.
Motivation: Find a way to reverse the transformation of his sister; and wants to raise his children well
Flaws: Ugly, Impulsive, Antagonistic, Insane. Bonds: Family. Occupation: Ploughman
Voice: Italian accent
Attributes [hide]
Medium (4'4") Dwarf, Lawful Good (CR 2)
Armor Class 13
Hit Points 22 (2d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 16 (+3) | 16 (+3) | 12 (+1) | 13 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common, Dwarven, Elven
Attacks Melee +2 / 1d6+0, Ranged +5 / 1d6+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 4 | 2 | 0 | 0 |
Possessions: 50 pp.
Aramil Xiloscient, Male Half-Elf [Permalink]
Personal [hide]
Description: 5'8" and muscular, this eastern man wears a brown shirt with thin yellow vertical stripes and violet pants. His white hair is heavily combed to the left. His green eyes have a joyful gleam in them most of the time.
Personality: He considers himself the protector of his home. He feels this is his duty and calling. He will often invite strangers home for dinner and talk their ears off. He cares deeply for his spouse and does his best to make sure his guests look presentable.
History: He was born in the east. Aramil was born on a far eastern mountains where he grew up under the tutelage of his mother, an expert Barrister. He moves from town to town, unable to find a place to settle.
Motivation: Wants to work out more often; and wants to have a good time and be beloved
Ideals: Athletic, Optimist. Bonds: Guardian, In love, Immigrant. Occupation: Barrister
Voice: Farmer accent
Attributes [hide]
Medium (5'8") Half-Elf, True Neutral (CR 5)
Armor Class 12
Hit Points 39 (5d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 14 (+2) | 12 (+1) | 15 (+2) | 13 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common, Elven, Gnoll, Ignan
Attacks Melee +4 / 2d4+1, Ranged +5 / 2d4+2, Grapple +4
Possessions: 40000 cp. Hematite (4 gp). Rock crystal (20 gp). Black pearl (1200 gp). Silver pearl (140 gp).
Drifting Running, Male Tabaxi [Permalink]
Personal [hide]
Description: He wears tight fitting pants and leather jackets. He usually doesn't wear a shirt. He has a slight overbite and is overall scrawny. He has no fur. His face is feral with sharp distinguishing features. His spectacle hidden eyes are a deep amber.
Personality: Drifting is depressed about a lot of things. He tends to be a nihilist. 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 into a rich family. In his formative years he discovered how persuasive he was. He began using that to his advantage selling useless wares at inflated prices. He has worked as a Detective like his mother before him.
Motivation: Money/treasure; and he made a deal with a demon which lead to his current lot in life, and he's becoming increasingly nervous about it
Ideals: Entrepeneur. Flaws: Ugly, Depressed. Bonds: Rich, Job, Debt. Occupation: Detective
Voice: Dark and ominous
Attributes [hide]
Medium (5'3") Tabaxi, Lawful Good (CR 8)
Armor Class 11
Hit Points 40 (8d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 12 (+1) | 13 (+1) | 14 (+2) | 10 (+0) | 15 (+2) |
Senses Passive Perception 13
Languages Common, Elven, Giant
Attacks Melee +3 / 2d10+0, Ranged +4 / 2d10+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 0 |
Possessions: Brass mug with jade inlays (100 gp). A pair of blacksmith’s puzzle; each has a pair of interlocked iron designs that users try to take apart and put back together (40 gp).
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Their contribution stands as a beacon of hope for all adventurers!
