Ralf Allerton, Male Human [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. His auburn hair is cut short with large spiked bangs in the front. His violet eyes dart from person to person to random spaces in the air.
Personality: He will rave to anyone who will listen. He also is a firm believer in the manly ideal.
History: He was raised in a island tribe. When he was little, his rather wealthy family often ventured across the island 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 island due to the painful memories there. Ralf took refuge in the old dungeon and found the beat up bow and armor he uses now. He is untrained/undisciplined, which makes him dangerous.
Motivation: To prove his worth to the world.
Ideals: Fighting, Athletic. Flaws: Insane, Impulsive. Bonds: Nature. Occupation: Tailor
Voice: Raspy
Attributes [hide]
Medium (6'1") Human, Lawful Good (CR 1)
Armor Class 10
Hit Points 7 (1d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 10 (+0) | 12 (+1) | 10 (+0) | 17 (+3) | 12 (+1) |
Senses Passive Perception 13
Languages Common
Attacks Melee +4 / 1d4+2, Ranged +2 / 1d4+0, Grapple +2
Possessions: 40 gp. Jet (150 gp). 1 Banded mail.
Eiravel Meliamne, Male Elf [Permalink]
Personal [hide]
Description: He is generally well dressed albeit a few years behind the times. He cuts an attractive figure and his suit of old armor is well cared for even if it is obsolete. He wears his hair in dreadlocks. His gray eyes lackadaisically let the world flow into them.
Personality: He's a bit of a prankster. He knows he is clumsy and seen as such and will often feign amnesia after injury. He cannot resist a sob story and will often dote over anyone who has one.
History: He was born to a pair of big game hunters, but was frequently ill as a child. A freak accident while working with his Glassblower father left him crippled. He used his abilities to travel the world and help people.
Motivation: A need for knowledge about a nearby landmark; and to find somewhere to settle down
Ideals: Joker, Philantrophist. Flaws: Disease. Bonds: Attractive. Occupation: Dyer
Voice: Cold and demanding tone
Attributes [hide]
Medium (4'8") Elf, Neutral Good (CR 3)
Armor Class 10
Hit Points 25 (3d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 11 (+0) | 14 (+2) | 8 (-1) | 13 (+1) | 11 (+0) |
Senses Passive Perception 13
Languages Elven
Attacks Melee +4 / 1d8+2, Ranged +2 / 1d8+0, Grapple +3
Possessions: 100 pp. 1 Masterwork Uncommon Weapon. 1 Masterwork Common Ranged Weapon.
Mozû Hallewell, Male Half-Orc [Permalink]
Personal [hide]
Description: This southern man tends to wear a brown poncho over his likewise colored trousers and shirt. His clothes are grease stained in places. His brown hair is cut short with large spiked bangs in the front. His gray eyes dart from person to person to random spaces in the air.
Personality: He barks his statements quickly and with little fuss. He prefers small words and is at his heart utilitarian. He feeds upon the attention of others.
History: He was born several months after his father was called into army service. When money was particularly tight he was walking through alleys when he overheard a Apothecary hiring some criminals to sabotage a competitor. He made his way to the other competitor and parlayed his knowledge into a job. He moves from town to town, unable to find a place to settle.
Motivation: He wants nothing more than to rejoin the army; and sabotage a competitor
Flaws: Terse. Bonds: Poor, Immigrant, Attractive, Military. Occupation: Apothecary
Voice: Slow speaker
Attributes [hide]
Medium (5'6") Half-Orc, Lawful Neutral (CR 7)
Armor Class 12
Hit Points 32 (7d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
19 (+4) | 15 (+2) | 13 (+1) | 14 (+2) | 14 (+2) | 9 (-1) |
Senses Passive Perception 12
Languages Common, Orc, Undercommon, Aquan
Attacks Melee +7 / 2d8+4, 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 |
Possessions: 600 gp. Zircon (60 gp). Blue quartz (13 gp). 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Nithther Sumnarghthrysh, Male Dragonborn [Permalink]
Personal [hide]
Description: A plain young-adult man, he wears a well pressed and immaculate suit (or dress). His brass crest is unkempt and raggedy. He is baby faced.
Personality: He fancies himself a trickster and likes to rely on his wits to carry the day. He cares for his older siblings and likes to be recognized by them. He pushes his goals aggressively. He is also a coward if confronted.
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. When his spouse passed he lost his only source of income but claims to his sons to still be retired.
Motivation: He is terrified, and will act out of fear; and he wants nothing more than to rejoin the army
Flaws: Ugly, Fearful. Bonds: Poor, Family, Military. Occupation: Glassblower
Voice: Speaks with back of mouth
Attributes [hide]
Medium (6'3") Dragonborn, True Neutral (CR 6)
Armor Class 10
Hit Points 47 (6d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 11 (+0) | 16 (+3) | 14 (+2) | 12 (+1) | 16 (+3) |
Senses Passive Perception 11
Languages Common, Celestial, Druidic
Attacks Melee +3 / 2d6+0, Ranged +3 / 2d6+0, Grapple +0
Possessions: 2000 sp. Hematite (11 gp). Blue sapphire (1000 gp). Coral (70 gp). White pearl (70 gp).
Cockaby Murnig, Male Gnome [Permalink]
Personal [hide]
Description: An imposing man with a heavy stainless steel prosthetic left leg, he typically wears a sleeveless long coat of deep green leather and dull tan iron scale mail. His golden hair is lengthy and is close to two feet long. His hazel eyes peer out from beneath his feathered green hat.
Personality: He has two modes he varies between. On the job he is cold, steely and emotionless. Off the job he is a party animal. He is susceptible to being scared and is in actuality easily frightened. He likes to tell stories.
History: Cockaby lived on a farm with his father, near the main road leading to a nearby town. His family was turned out during the war. He and his family wandered south to less war torn lands. He has been saving his money to try and buy his sister's freedom.
Motivation: To be a Sculptor again; and he'd like to take his coworkers down a peg
Flaws: Fearful, PTSD. Bonds: Job, Family. Occupation: Fortune-teller
Voice: Whispers
Attributes [hide]
Small (3'5") Gnome, Lawful Good (CR 6)
Armor Class 12
Hit Points 41 (6d6)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 12 (+1) | 15 (+2) | 11 (+0) | 11 (+0) | 15 (+2) |
Senses Passive Perception 10
Languages Common, Gnome
Attacks Melee +3 / 2d6+0, Ranged +4 / 2d6+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 3 | 3 |
Possessions: 400 gp.
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