Aramil Tiltathana, Male Elf [Permalink]
Personal [hide]
Description: The dark-skinned man stands 5'0" and wears tight fighting clothing, which leaves very little to the imagination. His chestnut hair has been sun bleached extensively. He wears an eyepatch.
Personality: He is a Knight first and foremost. He believes firmly that knowledge should be universal. He believes the world needs to unite to get rid of dire rats once and for all.
History: Aramil lived on a farm with his father, near the main road leading to a nearby town. Being born in the south, he completed his medical training abroad so as to avoid the war. He returned after the war having achieved medical proficiency. He was a general practitioner in the south for years, until he, through no fault of his own, lost a patient who had a very powerful family. Rather than risk reprisal he made his way east. He struck the Knight job and began his own company from there.
Motivation: He wants revenge against dire rats; and expand his business
Ideals: Fighting. Flaws: Ugly. Bonds: Job, Enemies, Family. Occupation: Knight
Voice: Old thin voice
Attributes [hide]
Medium (5'0") Elf, True Neutral (CR 3)
Armor Class 14
Hit Points 21 (3d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 18 (+4) | 12 (+1) | 15 (+2) | 10 (+0) | 15 (+2) |
Senses Passive Perception 10
Languages Common, Elven, Halfling, Goblin
Attacks Melee +2 / 1d8+0, Ranged +6 / 1d8+4, Grapple +4
Possessions: 100 gp. 1 Half-Plate. 1 Chain shirt.
Immeral Goltorah, Male Elf [Permalink]
Personal [hide]
Description: He likes to wear ponchos typically of a light black in addition to tight pants. His chestnut hair is unkempt and raggedy. His blue eyes dart from person to person.
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. He believes the world needs to unite to get rid of brigands once and for all.
History: Immeral was born in the east. At a young age he loved to build and create. A few years later when the south was not economically sound they moved to his current location. He has taken up leadership of the village's small militia in response to brigands demanding more tribute than usual.
Motivation: Several ex partners dislike his way of doing things and want revenge; and he's repulsed by the pc
Ideals: Persistence. Flaws: Ugly, Antagonistic. Bonds: Poor, Enemies, Immigrant. Occupation: Jeweler
Voice: Posh accent
Attributes [hide]
Medium (4'10") Elf, Lawful Neutral (CR 7)
Armor Class 12
Hit Points 25 (7d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 15 (+2) | 10 (+0) | 14 (+2) | 15 (+2) | 12 (+1) |
Senses Passive Perception 12
Languages Common, Elven, Halfling, Gnoll
Attacks Melee +5 / 2d8+2, Ranged +5 / 2d8+2, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 3 | 3 | 2 | 0 | 0 | 0 |
Possessions: 9000 sp. 1 Minor magic item.
Dreali Jethro, Male Half-Elf [Permalink]
Personal [hide]
Description: He likes to wear ponchos typically of a light brown in addition to tight pants. His attire stands in sharp contrast to his lance, which is beautifully polished and possesses an ornate carving of a rose on it. His hair is silver and very short. His face is full, his cheeks are rosy, and he always seems to sport a perfect smile and a twinkle in his green eyes.
Personality: He likes to brag about his accomplishments and constantly tries to beat others to the punch. His home and work are filled with various knick knacks he has acquired through the years. He cares a great deal for his adopted teenage son.
History: He was always a brilliant, if unscrupulous mind. Since his father passed away years ago, his mother had doted on him, and he came to think her himself as special and better than other people in town. A notion that was reinforced by his attractiveness, a trait in which he easily excels the other men of his town. He has been saving his money to try and buy his brother's freedom.
Motivation: Someone believes him a fraud; and he is not mentally stable, and does not behave rationally
Ideals: Passionate, Logical. Flaws: Insane. Bonds: Attractive, Family, Enemies. Occupation: Mercenary
Voice: Timid voice
Attributes [hide]
Medium (5'2") Half-Elf, Neutral Good (CR 1)
Armor Class 9
Hit Points 7 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 9 (-1) | 9 (-1) | 12 (+1) | 12 (+1) | 10 (+0) |
Senses Passive Perception 11
Languages Common, Elven, Abyssal
Attacks Melee +3 / 1d4+1, Ranged +1 / 1d4-1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 3 | 1 | 0 |
Possessions: 30 gp. 1 Masterwork Uncommon Weapon.
Lone Of Snakes, Male Tabaxi [Permalink]
Personal [hide]
Description: Standing 5'8", this man prefers to wear grey clothing when he does not wear armor. His long brown fur is drawn into a two foot long braid. His copper eyes dart around the room hyper actively observing anyone and anything.
Personality: He is unhospitable to his core. His small house has "No trespassing" Signs all over it. He is submissive, is generally bored by everything, but will take part in whatever people ask of him. He is by nature obliging.
History: A studious child he never was much for a social life, not because he was unlikable, but because he did not seek it out. 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 remains aloof and afraid to be himself due to all the ideals others have placed upon him.
Motivation: To reunite with his old friends; and doesn't want to be a bricklayer and was forced into it by his family
Ideals: Gifted. Flaws: Antagonistic, Shy. Bonds: Adventurer, Family. Occupation: Bricklayer
Voice: Speaks in third person
Attributes [hide]
Medium (5'8") Tabaxi, Lawful Good (CR 1)
Armor Class 11
Hit Points 7 (1d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 13 (+1) | 12 (+1) | 14 (+2) | 17 (+3) | 13 (+1) |
Senses Passive Perception 15
Languages Common, Druidic, Undercommon
Attacks Melee +5 / 1d4+3, Ranged +3 / 1d4+1, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 3 | 1 | 0 | 0 | 0 | 0 |
Possessions: Just what you see.
Fargas Warmwater, Male Halfling [Permalink]
Personal [hide]
Description: This slender man stands about 2'10". He typically wears brown cloth garments or leather armor. He wears a top hat to cover his moderate length silver hair. He has several tiny emerald earrings on each ear.
Personality: Deceptive and manipulative this western guy figured out how to best use his charms to convince people to do what he wants. He seeks to pay back kindness whenever he gets the chance. Whether it be in the form of unwanted serenades or the latest gossip he always seeks to do solids for his friends.
History: Gifted from a young age, Fargas studied abroad. A serious injury left his mother unemployed and in need of constant care. His family became saddled with debt trying to care for his infirm mother. He now spends his time doing works of charity.
Motivation: He made a deal with a demon which lead to his current lot in life, and he's becoming increasingly nervous about it.
Ideals: Philantrophist, Gifted. Bonds: Rich, Attractive, Debt. Occupation: Bricklayer
Voice: Adds syll-ab-les for em-pha-sis
Attributes [hide]
Small (2'10") Halfling, Neutral Evil (CR 6)
Armor Class 11
Hit Points 27 (6d4)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 11 (+0) | 14 (+2) | 14 (+2) | 11 (+0) | 15 (+2) |
Senses Passive Perception 10
Languages Common, Halfling, Draconic, Celestial
Attacks Melee +3 / 2d6+0, Ranged +3 / 2d6+0, Grapple +5
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 4 | 3 | 3 | 2 | 0 |
Possessions: 20000 cp. Ceremonial electrum dagger with a star ruby in the pommel (1300 gp). Large well-done wool tapestry (300 gp). Brass mug with jade inlays (300 gp). Sapphire pendant on gold chain (800 gp).
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Their contribution stands as a beacon of hope for all adventurers!
