Shedinn Xephyrbahnor, Male Dragonborn [Permalink]
Personal [hide]
Description: Relatively heavier built than your average man, he is not imposing. He wears a shirt and pants that are bristling with pockets overflowing with maps, compasses, and other navigational equipment. His bronze crest is thinning but still full. His face is scarred and worn.
Personality: He acts crazy and hedonistic. He also is a firm believer in the manly ideal.
History: He was born in the west. A gypsy cursed him at a young age, leading to his ugly appearance. He was recently attacked on the road and savagely beaten by bandits.
Motivation: To prove his worth to the world; and retire the richest man in the west
Ideals: Entrepeneur. Flaws: Ugly, Hedonist, Impulsive. Bonds: Immigrant. Occupation: Shoemaker
Voice: Boston accent
Attributes [hide]
Medium (6'4") Dragonborn, Neutral Evil (CR 15)
Armor Class 12
Hit Points 77 (15d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 15 (+2) | 10 (+0) | 13 (+1) | 16 (+3) | 9 (-1) |
Senses Passive Perception 13
Languages Common, Sylvan
Attacks Melee +6 / 4d8+1, Ranged +7 / 4d8+2, Grapple +2
Possessions: 6000 gp. Brass mug with jade inlays (300 gp). Silver ewer (80 gp). Jeweled anklet (3000 gp). Gold and topaz bottle stopper cork (600 gp). A roughly beaten golden orb (60 gp). Large well-done wool tapestry (300 gp). Ceremonial electrum dagger with a star ruby in the pommel (600 gp). 1 Medium magic item.
Trym Garfield, Male Human [Permalink]
Personal [hide]
Description: He has a missing right leg. He tends to wear a heavy leather apron. Coupled with his rolled up shirt sleeves this gives him a very relaxed look. His hair is red and curly. He wears round tiny glasses practically rammed into his face.
Personality: He is a sleazy, sleazy guy. He has no qualms about using his powers of suggestion to get people to do what he wants. Animals are drawn to him, and he is able to talk to them.
History: He was born in a small forest village. When he was little, his rather wealthy family often ventured across the forest to a summer home near a old dungeon. He would wander through that old dungeon 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 forest due to the painful memories there. Trym took refuge in the old dungeon and found the beat up sai and armor he uses now. He hasn't been sleeping well lately.
Motivation: To fight the greatest warriors and to fight in the greatest battles ever; and find a way to reverse the transformation of his brother
Ideals: Gifted, Fighting. Flaws: Insomniac. Bonds: Attractive, Nature. Occupation: Guard
Voice: Pirate accent
Attributes [hide]
Medium (6'2") Human, Lawful Good (CR 1)
Armor Class 10
Hit Points 9 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 10 (+0) | 12 (+1) | 10 (+0) | 12 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common
Attacks Melee +1 / 1d4-1, Ranged +2 / 1d4+0, Grapple +0
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 3 | 1 | 0 |
Possessions: 4 Thunderstones.
Aramil Nailo, Male Elf [Permalink]
Personal [hide]
Description: He stands about 5'2" and wears a suit in poor condition. It has not been laundered in sometime and has been worn in activities one would not normally wear a suit during. His right hand appears badly burned and disfigured. His chestnut hair has been sun bleached extensively. His fierce hazel eyes like to dwell on things.
Personality: He will rave to anyone who will listen. His philosophy is that everyone needs a friend and as such shows hospitality towards all.
History: The child of a Miner, who enjoyed hunting, Aramil was taken on many hunting expeditions. When he was little, his rather wealthy family often ventured across the desert to a summer home near a old dungeon. He would wander through that old dungeon 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. Aramil took refuge in the old dungeon and found the beat up glaive and armor he uses now. He spent several years traveling with his friend, before both settled down to enjoy the fruits of their adventures.
Motivation: He desires power and/or immortality.
Ideals: Optimist. Flaws: Insane. Bonds: Adventurer, Nature. Occupation: Healer
Voice: Deep voice with rolling R's
Attributes [hide]
Medium (5'2") Elf, Chaotic Good (CR 8)
Armor Class 13
Hit Points 41 (8d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 16 (+3) | 11 (+0) | 14 (+2) | 12 (+1) | 15 (+2) |
Senses Passive Perception 14
Languages Common, Elven, Giant, Abyssal
Attacks Melee +6 / 2d10+3, Ranged +6 / 2d10+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 3 | 2 | 2 | 2 | 2 |
Possessions: 1400 gp.
Druuk Norton, Male Half-Orc [Permalink]
Personal [hide]
Description: This man is unhealthily muscled, almost every single one of his veins is visible when he is not flexing. His shirts and pants tend to be short and undersized for him due to the difficulty of finding a good tailor. He is bald on top and has large red tufts of hair around his ears. His eyes are a pleasant brown.
Personality: He is cool and collected. He likes to make quips and puns whenever he does anything. He also makes a point to compliment his superiors and flatter them. He disdains his fellow easterners, claiming they make him look unintelligent just for using an accent.
History: The child of eastern immigrants he idolized his mother. Aside from being a slave or a gladiator, there isn't much legitimate work for Half-Orcs in Druuk's homeland. Druuk decided to take the middle way and become a bodyguard. 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. Druuk fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: Wants to work out more often; and he is terrified, and will act out of fear
Ideals: Fighting, Athletic, Disciplined. Flaws: Ugly. Bonds: Immigrant. Occupation: Laborer
Voice: Scandinavian accent
Attributes [hide]
Medium (6'5") Half-Orc, Lawful Good (CR 3)
Armor Class 12
Hit Points 36 (3d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 14 (+2) | 16 (+3) | 9 (-1) | 16 (+3) | 9 (-1) |
Senses Passive Perception 13
Languages Common, Orc
Attacks Melee +2 / 1d8+0, Ranged +4 / 1d8+2, Grapple +1
Possessions: 3200 sp. White opal (400 gp). Chrysoprase (40 gp). 1 Superior lock. 1 Silk rope. 1 Magnifying glass.
Raer Caerdonel, Male Elf [Permalink]
Personal [hide]
Description: An imposing man with a heavy stainless steel prosthetic right hand, he wears bulky blue painted plate armor. His black hair is lengthy. His face is feral with sharp distinguishing features. His spectacle hidden eyes are a deep gray.
Personality: He thrives on attention. He does whatever is in his power to gain the attention of whomever he deems a fit date. He is ready at a moment's notice to give into his darker urges. He is a real pyromaniac and does not care who the fire hurts. He often ends up burning people alive in the fires he starts.
History: When he was but 7 years old his parents immigrated from the west. He took every job he could get his hands on, but the opportunities for Elves in the west were limited. Being a Herbalist kept his interest for a while, but then he became depressed and bored. So he turned to a secret life of crime, taking increasingly more risks and challenges.
Motivation: A rival would like him out of the picture.
Flaws: Insane. Bonds: Attractive, Criminal record, Immigrant. Occupation: Herbalist
Voice: Jamaican accent
Attributes [hide]
Medium (4'7") Elf, Chaotic Neutral (CR 12)
Armor Class 10
Hit Points 94 (12d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 11 (+0) | 13 (+1) | 19 (+4) | 11 (+0) | 13 (+1) |
Senses Passive Perception 10
Languages Common, Elven, Infernal, Giant, Gnome, Halfling
Attacks Melee +5 / 3d10+1, Ranged +4 / 3d10+0, Grapple +1
Possessions: 200 pp. 1 Minor magic item.
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