Karash Dalton, Male Half-Orc [Permalink]
Personal [hide]
Description: He appears as an extremely gaunt Half-Orc, and stands approximately 6'9". He is constantly adorned with expensive silk clothing, often dyed in bright tan and grey, and wears rings and necklaces with large, colorful gems, and his gloved hand is found clutching a club. He has a very tight haircut. His amber eyes dart from person to person.
Personality: He is a pretentious jerk insisting that modern society is full of problems and should revert to a simpler time. Energy wise he seems alert and responsive.
History: Karash was born in the north. At a young age he loved to build and create. His parents divorced when he was young, and his father gained full cudstody. He was regularly beaten by his father, who blamed him for driving them apart. He was granted necromantic powers by his dying brother.
Motivation: Obtaining odd cultural Half-Orc artifacts is his passion; and meet up once more with his childhood friend
Ideals: Professionalism, Persistence, Gifted. Flaws: Antagonistic. Bonds: Rich, Adventurer. Occupation: Cartwright
Voice: Smooth and feminine
Attributes [hide]
Medium (6'9") Half-Orc, Lawful Good (CR 4)
Armor Class 13
Hit Points 31 (4d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 16 (+3) | 12 (+1) | 12 (+1) | 11 (+0) | 15 (+2) |
Senses Passive Perception 10
Languages Common, Orc, Elven
Attacks Melee +3 / 1d10+1, Ranged +5 / 1d10+3, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 5 | 3 |
Possessions: 26000 sp. 1 Chain shirt. 1 Masterwork Heavy steel shield.
Qemuel Mute, Male Tiefling [Permalink]
Personal [hide]
Description: He appears as an extremely gaunt Tiefling, and stands approximately 5'5". He wears clothing that is held on in multiple layers but all of it is in poor condition, and his gloved hand is found clutching a trident. His white hair is greasy and uncared for. His gold eyes dart from person to person.
Personality: He is overprotective of those who hire his services. He is a bit of a macho man and will challenge people to random contests of strength and skill, and invite them to random hunting and fishing trip.
History: Qemuel was born to in a poor docking district. He spent his early days working in the same smith shop his father was employed at, doing general labor. Qemuel liked to wander the woods near his home when he was young, something he still likes to do at least once a week. He never liked modest clothing or shoes, so he would wander the woods barefoot and lightly dressed, and he developed a good sense of balance and learned how to climb and swim well. He eventually got the idea of being the protector of his homeland from reading books, and has made it his duty.
Motivation: To protect his home; and to clean up the streets
Ideals: Fighting. Flaws: Ugly. Bonds: Poor, Guardian, Nature. Occupation: Crown-heir
Voice: Sighs a lot, exhausted
Attributes [hide]
Medium (5'5") Tiefling, Lawful Neutral (CR 6)
Armor Class 10
Hit Points 45 (6d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 11 (+0) | 15 (+2) | 11 (+0) | 9 (-1) | 11 (+0) |
Senses Passive Perception 9
Languages Common
Attacks Melee +5 / 2d6+2, Ranged +3 / 2d6+0, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 |
Possessions: 500 gp. 1 Minor magic item. 1 Minor magic item.
Arannis Kitchur, Male Half-Elf [Permalink]
Personal [hide]
Description: He has a missing left arm. He wears a green tunic with yellow highlights, and long blue pants that bunch up around his shoes. His hair is red and very short. His eyes, though not visible through his cowl, are violet.
Personality: He tends to agree with only himself unless someone else's opinion sounds like he can profit from it. He tries to control his temper but he can't always stop himself from what he feels what must be done. He is fiercely devoted to his father, and views his father's ex-spouse as an evil person for separating him from his legal half-brother.
History: The child of a Carter, who enjoyed hunting, Arannis was taken on many hunting expeditions. He worked as a nervous Mason and found it very stressful. He has been saving his money to try and buy his brother's freedom.
Motivation: Marry his brother to traveling adventurers; and several ex partners dislike his way of doing things and want revenge
Flaws: Antagonistic. Bonds: Family, Nature, Job, Enemies. Occupation: Mason
Voice: Prounounces S like Z
Attributes [hide]
Medium (5'9") Half-Elf, Lawful Evil (CR 5)
Armor Class 9
Hit Points 39 (5d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 9 (-1) | 16 (+3) | 13 (+1) | 11 (+0) | 9 (-1) |
Senses Passive Perception 12
Languages Common, Elven, Halfling
Attacks Melee +5 / 2d4+2, Ranged +2 / 2d4-1, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 5 | 3 |
Possessions: 100 gp.
Shamash Dhyrktelonis, Male Dragonborn [Permalink]
Personal [hide]
Description: This man stands a little under 6'8" and is a bit bulky. He is very muscular particularly in the legs. He is dressed in a clean black cloak covering his clean studded leather. He keeps his long gold crest kept up in a rat tail. He wears round tiny glasses practically rammed into his face.
Personality: He has a very dry and sarcastic sense of humor. He is not one for noise or eating so much, which is in direct contrast with his big mouthed big gutted partner. His partner is his best friend in the world. The two are very close despite being more or less each other's opposites. He has a hair trigger and will fly into rage over the tiniest perceived slights.
History: His druidic talent manifested at a young age. Aiming to upstage a rival house, his parents had him trained. He always admired druidic-users and wanted to develop the talent, but never had the affinity for it. He struck the Guard job and began his own company from there.
Motivation: Obtaining odd cultural Dragonborn artifacts is his passion.
Ideals: Gifted. Flaws: Antagonistic. Bonds: Adventurer, Job. Occupation: Guard
Voice: Complex vocabulary, royal
Attributes [hide]
Medium (6'8") Dragonborn, Neutral Good (CR 7)
Armor Class 11
Hit Points 31 (7d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 13 (+1) | 10 (+0) | 12 (+1) | 15 (+2) | 12 (+1) |
Senses Passive Perception 12
Languages Common, Draconic
Attacks Melee +4 / 2d8+1, Ranged +4 / 2d8+1, Grapple +4
Possessions: 300 gp. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Anselm Charlton, Male Human [Permalink]
Personal [hide]
Description: His left side is far more bruised and cut up than his other. He is typically in his Bellfounder uniform. His tied-back hair is golden. He has green eyes.
Personality: He likes to be helpful to his clients. He likes to prescribe proper advice to his clients. 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: He was born to a criminal king-pin and mafia family His family was turned out during the war. He and his family wandered north to less war torn lands. He was recently attacked on the road and savagely beaten by bandits.
Motivation: He'd like to take his coworkers down a peg; and he will attempt to ambush and attack anyone he thinks he can take on alone and try to knock them out with non-lethal damage. if successful, he will try to sell them to his slave-trader contact
Ideals: Philantrophist. Flaws: Ugly, PTSD. Bonds: Job, Criminal record. Occupation: Bellfounder
Voice: Low range voice
Attributes [hide]
Medium (6'5") Human, Chaotic Neutral (CR 11)
Armor Class 11
Hit Points 28 (11d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 12 (+1) | 10 (+0) | 10 (+0) | 11 (+0) | 18 (+4) |
Senses Passive Perception 10
Languages Common
Attacks Melee +5 / 3d8+1, Ranged +5 / 3d8+1, Grapple +1
Possessions: 9000 sp. Red spinel (50 gp). Malachite (4 gp). Deep green spinel (50 gp). Jasper (60 gp). Violet garnet (1400 gp). Deep blue spinel (1400 gp). Zircon (60 gp). Tourmaline (50 gp). Pink pearl (50 gp). Eye agate (4 gp).
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Their contribution stands as a beacon of hope for all adventurers!