Purban Jamjar, Male Halfling [Permalink]
Personal [hide]
Description: He has a large brown mantle and cape that has been intricately interwoven into his black robe, and he perpetually has his flail ready. He has chestnut hair. He is baby faced.
Personality: He is intelligent and cunning, but he will too often allow his rage to get the better of him. He will lose his cool and rely on brute force to carry the day. Animals are drawn to him, and he is able to talk to them.
History: He was born on a small isolated farm. His mother was a mechanic, and taught him how to fix just about anything. He bought a flail and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: He's repulsed by the PC; and to fight the greatest warriors and to fight in the greatest battles ever
Ideals: Fighting, Gifted, Persistence. Flaws: Antagonistic. Bonds: Nature. Occupation: Weaver
Voice: Farmer accent
Attributes [hide]
Small (3'3") Halfling, Lawful Neutral (CR 11)
Armor Class 13
Hit Points 87 (11d6)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 15 (+2) | 18 (+4) | 13 (+1) | 12 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common, Halfling, Aquan
Attacks Melee +7 / 3d8+3, Ranged +6 / 3d8+2, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 3 | 3 | 3 | 3 |
Possessions: 400 gp. Large well-done wool tapestry (300 gp). Sapphire pendant on gold chain (1800 gp).
Delg Strakeln, Male Dwarf [Permalink]
Personal [hide]
Description: A pudgy man standing about 4'5" has a big stupid grin on his face most of the time. He wears baggy pastel pantaloons and a tan scarf. His chestnut hair is greasy and uncared for. His violet eyes dart from person to person to random spaces in the air.
Personality: He can speak with the dead, and doesn't see much difference between the living and dead. Around other people he will do his best to conceal his emotions and appear jolly.
History: He served in the navy to pay for his family's outstanding loans. He graduated from the Naval Academy and went to see the world at the rank of Ensign. He advanced relatively quickly due to his good work ethic, understanding of the chain of command, and natural leadership ability. Lacking all sense, he decided to go on an adventure. He picked a direction and started trekking.
Motivation: To reunite with his old friends; and he desires power and/or immortality
Ideals: Gifted. Flaws: Ugly, Shy. Bonds: Military, Adventurer. Occupation: Weaver
Voice: Eastern European accent
Attributes [hide]
Medium (4'5") Dwarf, Chaotic Good (CR 4)
Armor Class 13
Hit Points 31 (4d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 16 (+3) | 14 (+2) | 10 (+0) | 14 (+2) | 11 (+0) |
Senses Passive Perception 12
Languages Common, Dwarven
Attacks Melee +2 / 1d10+0, Ranged +5 / 1d10+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 5 | 3 | 2 | 0 | 0 |
Possessions: 300 gp. Silver comb with moonstones (900 gp). 1 Masterwork Common Melee. 1 Masterwork Common Melee. 1 Masterwork Common Melee. 1 Masterwork Common Melee.
Fargrim Steelfist, Male Dwarf [Permalink]
Personal [hide]
Description: This light-skinned male wears a worn and beaten armor. He is tall, broad shouldered and powerfully built. His wide-brimmed hat is riddled with cuts and holes. He wears large thick round spectacles.
Personality: He is inclined to make off color jokes and interpret anything that could be construed as such as innuendo. He cannot deal with unfamiliar people for more than a few minutes at a time and if they persist he will grow angry at them.
History: He was born in the west. Through the years after Fargrim was born, his mother became increasingly distant from his family, instead choosing to pursue power in the west. Fargrim's mother didn't care for him much, and the feeling was mutual. He became a plane-shifter, and is stopping over on this plane for a brief visit.
Motivation: To reunite with his old friends; and he wants to meet his childhood hero
Ideals: Joker. Flaws: Ugly, Antagonistic. Bonds: Immigrant, Adventurer. Occupation: Barrister
Voice: Farmer accent
Attributes [hide]
Medium (3'11") Dwarf, Chaotic Good (CR 1)
Armor Class 11
Hit Points 9 (1d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 13 (+1) | 13 (+1) | 11 (+0) | 14 (+2) | 13 (+1) |
Senses Passive Perception 12
Languages Common, Dwarven
Attacks Melee +5 / 1d4+3, Ranged +3 / 1d4+1, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 0 | 0 | 0 | 0 | 0 |
Possessions: 5000 cp.
Uraim Torevir, Male Dwarf [Permalink]
Personal [hide]
Description: What flesh remains visible is marred by burns. He wears suspenders and brown workpants. His shirt is green, and he wears a heavy brown leather apron most of the time. His blonde hair is cut short with large spiked bangs in the front. He wears a mask on his face.
Personality: Friendly and accommodating he would invite many more into his home than his spouse would be comfortable with if they did not express concern about it. Energy wise he seems alert and responsive.
History: He was born the only child of a wealthy merchant. When he was little, his rather wealthy family often ventured across the desert to a summer home near a ruined castle. He would wander through that ruined castle 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 desert due to the painful memories there. Uraim took refuge in the ruined castle and found the beat up morningstar and armor he uses now. He used his abilities to travel the world and help people.
Motivation: Retire the richest man in the west.
Ideals: Philantrophist, Professionalism, Entrepeneur. Flaws: Ugly. Bonds: Nature. Occupation: Interpreter
Voice: Whispers
Attributes [hide]
Medium (4'4") Dwarf, Neutral Evil (CR 12)
Armor Class 14
Hit Points 81 (12d6)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 18 (+4) | 17 (+3) | 12 (+1) | 8 (-1) | 13 (+1) |
Senses Passive Perception 9
Languages Common, Dwarven, Gnome
Attacks Melee +6 / 3d10+2, Ranged +8 / 3d10+4, Grapple +5
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 3 | 3 | 3 |
Possessions: 400 pp. Sardonyx (40 gp). Eye agate (10 gp). Zircon (40 gp). Coral (90 gp). Violet garnet (600 gp). Amethyst (90 gp). White opal (1200 gp). Amber (90 gp). 1 Minor magic item. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Pelt Wind, Male Tabaxi [Permalink]
Personal [hide]
Description: An older man who wears white painted combat armor at almost all times, he is not a threatening figure. He keeps his long orange fur kept up in a rat tail. His fierce amber eyes like to dwell on things.
Personality: In the realm of puns, he cannot help himself. He feels obliged to make them. A fanatic, his devotion to his small selection of gods is unquestionable. He claims to be doing their will and will base all his actions on whether or not they would be pleasing to the gods.
History: A powerful brothel owner made him what he is. He found a children's book about a Tabaxi Commoner who fought for good and justice and never realised it was just a child's story. He modeled his life after the story, seeing himself destined a hero. He is searching for what he claims is his rightful reward.
Motivation: He desires power and/or immortality.
Ideals: Joker. Bonds: Religious, Mentor, Adventurer. Occupation: Bounty Hunter
Voice: Australian accent
Attributes [hide]
Medium (5'11") Tabaxi, Neutral Evil (CR 10)
Armor Class 13
Hit Points 33 (10d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 17 (+3) | 10 (+0) | 12 (+1) | 17 (+3) | 14 (+2) |
Senses Passive Perception 17
Languages Common, Celestial
Attacks Melee +6 / 3d6+2, Ranged +7 / 3d6+3, Grapple +3
Possessions: 19000 sp. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
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Their contribution stands as a beacon of hope for all adventurers!
