Uthemar Solvenstein, Male Half-Elf [Permalink]
Personal [hide]
Description: This southern man's face is deformed and paralyzed on one side. As such, he slurs his words together. He wears a simple tan robe with white stripes complete with hood. He has dyed his greying white hair a little too much giving a sharp white color. He wears an eyepatch.
Personality: He is a pretentious jerk insisting that modern society is full of problems and should revert to a simpler time. He is able to make almost anything out of random pieces of junk.
History: Born to a poor family in the city he treasured whatever gifts he got. He found a children's book about a Half-Elf Cleric 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 was betrayed by a partner and left for dead, teaching him a humbling lesson in trusting others.
Motivation: He desires power and/or immortality.
Ideals: Gifted. Flaws: Ugly, Antagonistic. Bonds: Poor, Adventurer. Occupation: Barkeep
Voice: Speaks fast with a slight lisp
Attributes [hide]
Medium (4'11") Half-Elf, True Neutral (CR 3)
Armor Class 10
Hit Points 22 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 11 (+0) | 15 (+2) | 15 (+2) | 13 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common, Elven, Auran, Infernal
Attacks Melee +6 / 1d8+4, Ranged +2 / 1d8+0, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 4 | 2 | 1 | 0 |
Possessions: 300 gp. Large well-done wool tapestry (400 gp).
Alberich Loderr, Male Dwarf [Permalink]
Personal [hide]
Description: A well shaped man just over fifty, he wears a tan shirt, with a black mid length shorts with black tights and flats, usually wearing a coat over them. His brown hair is knotted and matted. His eyes are likewise blue.
Personality: He is quite gentle and does not know the full extent of his strength. He works very hard to maintain that gentleness. He is however greedy and will demand payment and proof of collateral's value and will produce a merchant's scale to make sure he is not cheated out of a speck.
History: Sold as a small child to a necromancer, Alberich was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. His father disappeared, and while he tried to raise money to find his father, he was betrayed dozens of times. He now has a substantial network of resources ranging from contacts to ships to peers.
Motivation: He is terrified, and will act out of fear; and he feels threatened by others
Ideals: Disciplined, Entrepeneur. Flaws: Fearful. Bonds: Mentor, Family. Occupation: Junk Dealer
Voice: Forgets to breathe while speaking
Attributes [hide]
Medium (4'4") Dwarf, Lawful Good (CR 3)
Armor Class 12
Hit Points 21 (3d6)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 14 (+2) | 15 (+2) | 15 (+2) | 16 (+3) | 10 (+0) |
Senses Passive Perception 13
Languages Common, Dwarven, Undercommon, Elven
Attacks Melee +1 / 1d8-1, Ranged +4 / 1d8+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 3 | 2 | 0 | 0 | 0 | 0 |
Possessions: 200 gp.
Duergath Gorunn, Male Dwarf [Permalink]
Personal [hide]
Description: He wears silk and lounges about seductively. He carries with him a set of glaives, each one with a sapphire on the hilt. He only wears one on his belt and the other on his back. His golden hair is smooth and relatively long. His half smiles and hazel eyes are beguiling and draw you in.
Personality: A deeply religious man he believes everything happens for a reason. He refers to his adoptive mother for almost all things he is unsure about, which are numerous. He is very much still a child and has not developed a drive for self-dependency.
History: His history is one of pain. He was disowned by both parents and raised among the slaves his parents kept. Being born in the west, 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 west 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 south. Recently a tribe of dire rats attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Duergath fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: Wants to raise his children well; and an old rival family wants him found
Ideals: Fighting. Bonds: Attractive, Religious, Family, Slave. Occupation: Farmer
Voice: Loud with bravado
Attributes [hide]
Medium (4'5") Dwarf, Lawful Evil (CR 2)
Armor Class 11
Hit Points 12 (2d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 12 (+1) | 13 (+1) | 14 (+2) | 15 (+2) | 16 (+3) |
Senses Passive Perception 12
Languages Common, Dwarven, Halfling, Goblin
Attacks Melee +5 / 1d6+3, Ranged +3 / 1d6+1, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 0 | 0 | 0 | 0 | 0 |
Possessions: 190 gp. 1 Breastplate.
Windy Prim Posies, Male Tabaxi [Permalink]
Personal [hide]
Description: Runty and weak-looking, he wears tight fighting clothing, which leaves very little to the imagination. His long red fur is drawn into a two foot long braid. His eyes are likewise copper.
Personality: He is a very philanthropic person; he spends his free time working at various soup kitchens. He is a logical person and will generally grow upset if things defy logic and science.
History: Born in the east his family was never financially stable. When money was particularly tight he was walking through alleys when he overheard a Shepherd hiring some criminals to sabotage a competitor. He made his way to the other competitor and parlayed his knowledge into a job. Recently a tribe of giants attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Windy fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: He has decided he is irredeemable; and to share knowledge with the world
Ideals: Fighting, Philantrophist, Logical. Flaws: Ugly. Bonds: Poor. Occupation: Shepherd
Voice: Speaks like tongue is numb
Attributes [hide]
Medium (6'4") Tabaxi, Neutral Evil (CR 3)
Armor Class 12
Hit Points 12 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 15 (+2) | 8 (-1) | 13 (+1) | 12 (+1) | 14 (+2) |
Senses Passive Perception 14
Languages Common, Undercommon
Attacks Melee +3 / 1d8+1, Ranged +4 / 1d8+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 4 | 2 | 1 |
Possessions: 400 gp. Citrine (70 gp).
Chad Rylan, Male Human [Permalink]
Personal [hide]
Description: He is renowned for his bright yellow suits and hats. He carries with him a set of warhammers on his belt, each one with a aquamarine on the hilt. His blonde hair is cut jaggedly and amateurishly. He wears crescent spectacles with a black brim.
Personality: Stoic and calm, he prefers to meditate than take action. His temper goes off on the smallest of things. He tends to lash out at those around him.
History: He comes from a rich eastern family. His spouse left him for another, whom he beat to an almost bloody pulp. He did not win them back, but he came to a realization. To get what you want from life, you must take it. He has drifted from career to career and currently works as a Map Maker.
Motivation: He's looking for his big break; and he has passion for adventuring and risk
Ideals: Fighting, Disciplined. Flaws: Antagonistic. Bonds: Rich, Job, Adventurer. Occupation: Map Maker
Voice: Ums and uhs a lot
Attributes [hide]
Medium (5'8") Human, Lawful Neutral (CR 1)
Armor Class 9
Hit Points 7 (1d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 8 (-1) | 16 (+3) | 15 (+2) | 16 (+3) | 16 (+3) |
Senses Passive Perception 13
Languages Common, Druidic, Abyssal
Attacks Melee +3 / 1d4+1, Ranged +1 / 1d4-1, Grapple +5
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 5 | 3 | 0 | 0 | 0 | 0 |
Possessions: Just what you see.
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Their contribution stands as a beacon of hope for all adventurers!
