Donaar Baharoosh, Male Dragonborn [Permalink]
Personal [hide]
Description: He is a small man, but exceptionally fit. He wears bulky black painted plate armor. His black crest is kept up in a ponytail inside a Stetson hat. His gold eyes dart from person to person.
Personality: He is very quiet and rarely speaks above a whisper. He misses his home and complains about the freezing weather, even in summer.
History: Born to a poor family in the city he treasured whatever gifts he got. When he came of age, he joined a caravan that would eventually take him to the capital. He would practice along the way and, when he arrived, be apprenticed to a Barber. He has set out to sabotage the competition.
Motivation: Expand his business.
Ideals: Athletic. Flaws: Shy. Bonds: Immigrant, Poor, Job. Occupation: Barber
Voice: Raspy
Attributes [hide]
Medium (6'6") Dragonborn, Lawful Good (CR 8)
Armor Class 9
Hit Points 67 (8d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 9 (-1) | 10 (+0) | 16 (+3) | 10 (+0) | 13 (+1) |
Senses Passive Perception 10
Languages Common, Auran, Aquan, Elven
Attacks Melee +5 / 2d10+2, Ranged +2 / 2d10-1, Grapple +2
Possessions: 900 gp. Malachite (16 gp). Bloodstone (70 gp). Bloodstone (70 gp). Malachite (16 gp). Golden yellow topaz (700 gp).
Ethereal Candle, Male Tabaxi [Permalink]
Personal [hide]
Description: With brown face paint in a stripe pattern across his face, he wears an entirely black suit with tan socks and a vest with buckled shoes. His gray fur is knotted and matted. He has a very pronounced jaw and large eyebrows. He wears rectangular glasses with silver brims.
Personality: He is inclined to make off color jokes and interpret anything that could be construed as such as innuendo. 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: Born in a small village he learned the ways of the warrior from his father. When he came of age, he joined a caravan that would eventually take him to the capital. He would practice along the way and, when he arrived, be apprenticed to a Assassin. He has gone from town to town till he finds a spot where he can set up a sustainable business.
Motivation: He is content; and to fight the greatest warriors and to fight in the greatest battles ever
Ideals: Joker, Entrepeneur, Fighting. Flaws: Mundane. Bonds: Job. Occupation: Assassin
Voice: Whispers
Attributes [hide]
Medium (5'11") Tabaxi, Lawful Evil (CR 8)
Armor Class 11
Hit Points 54 (8d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 12 (+1) | 17 (+3) | 11 (+0) | 12 (+1) | 15 (+2) |
Senses Passive Perception 11
Languages Common
Attacks Melee +4 / 2d10+1, Ranged +4 / 2d10+1, Grapple +1
Possessions: 300 gp. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Orsik Trueanvil, Male Dwarf [Permalink]
Personal [hide]
Description: This slender man stands about 4'2". He wears a violet tunic with grey highlights, and long white pants that bunch up around his shoes. He wears his brown hair up in a very large beehive style do. His otherwise smooth face is marked with small tiny scars.
Personality: Orsik is a sociable creature first and foremost. He loves to listen to people at length before talking their ear off. He can carry on conversation for hours and will do so. Any perceived weakness will be pressed and exploited. He is seen as merciless and passionate.
History: The child of a Ruler, who enjoyed hunting, Orsik was taken on many hunting expeditions. When he was little, his rather wealthy family often ventured across the mountains to a summer home near a large cave. He would wander through that large cave 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 mountains due to the painful memories there. Orsik took refuge in the large cave and found the beat up falchion and armor he uses now. He is untrained/undisciplined, which makes him dangerous.
Motivation: To get a good night's sleep; and he feels that his past leaves him morally obligated to help
Ideals: Extrovert. Flaws: Insane, Insomniac. Bonds: Criminal record, Nature. Occupation: Shepherd
Voice: Uses sign language
Attributes [hide]
Medium (4'2") Dwarf, True Neutral (CR 2)
Armor Class 13
Hit Points 11 (2d4)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 16 (+3) | 17 (+3) | 12 (+1) | 14 (+2) | 11 (+0) |
Senses Passive Perception 14
Languages Common, Dwarven, Draconic
Attacks Melee +4 / 1d6+2, Ranged +5 / 1d6+3, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 4 | 2 | 0 |
Possessions: 280 gp.
Kiirith Dhyrktelonis, Male Dragonborn [Permalink]
Personal [hide]
Description: He is wearing the road beaten gear of a warrior. He cuts an attractive figure and his suit of old armor is well cared for even if it is obsolete. His crest is white, silky, and of moderate length. He has red eyes.
Personality: Deceptive and manipulative this northern guy figured out how to best use his charms to convince people to do what he wants. He is a thrill seeker, he laughs at people and throws down challenges. He is highly competitive and combative.
History: Born to a poor family in the city he treasured whatever gifts he got. Through the years after Kiirith was born, his father became increasingly distant from his family, instead choosing to pursue power in the north. Kiirith's father didn't care for him much, and the feeling was mutual. Recently a tribe of orcs attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Kiirith fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: He desires power and/or immortality; and he's repulsed by the pc
Ideals: Fighting. Flaws: Antagonistic. Bonds: Attractive, Adventurer, Poor. Occupation: Slave Trader
Voice: German accent
Attributes [hide]
Medium (6'3") Dragonborn, Neutral Evil (CR 13)
Armor Class 11
Hit Points 107 (13d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 13 (+1) | 14 (+2) | 9 (-1) | 11 (+0) | 14 (+2) |
Senses Passive Perception 10
Languages Common
Attacks Melee +7 / 4d4+3, Ranged +5 / 4d4+1, Grapple +3
Possessions: 1000 gp. Chrysoberyl (70 gp). Alexandrite (1300 gp). Smoky quartz (80 gp). Aquamarine (1300 gp). Rock crystal (80 gp). Amber (70 gp). Fire opal (500 gp). Golden yellow topaz (1300 gp). 1 Minor magic item. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Darrow Fastfoot, Male Halfling [Permalink]
Personal [hide]
Description: He wears skinny pants and wears a blue and brown robe with the hood down, and carries longbows. His hair is silver and curly. His otherwise smooth face is marked with small tiny scars.
Personality: Darrow hangs on like a leech to those who appreciate him. It was this clingy personality that held back his dancing career. His actions favor neither the good nor the evil, as he answers to a power that mortal men fail to acknowledge.
History: He was raised in a white middle class family as the only child. A gypsy cursed him at a young age, leading to his ugly appearance. Recently a tribe of brigands attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Darrow fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: He is content; and he has a rivalry with the church that dominates his actions
Ideals: Fighting, Artistic. Flaws: Mundane, Ugly. Bonds: Religious. Occupation: Healer
Voice: Soft and mumbly
Attributes [hide]
Small (3'1") Halfling, Neutral Good (CR 1)
Armor Class 14
Hit Points 9 (1d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 17 (+3) | 13 (+1) | 11 (+0) | 10 (+0) | 11 (+0) |
Senses Passive Perception 10
Languages Common, Halfling
Attacks Melee +2 / 1d4+0, Ranged +5 / 1d4+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 2 | 1 |
Possessions: 300 sp.
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