Erdan Lathalas, Male Half-Elf [Permalink]
Personal [hide]
Description: He is wearing colorful clothing, dressed as a Carter. He carries with him a set of crossbows, each one with a emerald on the hilt. He only wears one on his belt and the other on his back. He keeps his long golden hair kept up in a rat tail. His voice is smooth and creepy, always level, but somehow just slightly unnerving.
Personality: He snorts whenever he laughs or is feeling confident. He does not trust anyone and sleeps with one eye open.
History: Erdan was born the youngest of three triplets. He found a children's book about a Half-Elf Fighter 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 became a plane-shifter, and is stopping over on this plane for a brief visit.
Motivation: He made a deal with a demon which lead to his current lot in life, and he's becoming increasingly nervous about it; and marry his sister to traveling adventurers
Ideals: Fighting. Flaws: Insane, Insomniac. Bonds: Family, Adventurer, Debt. Occupation: Carter
Voice: Low range voice
Attributes [hide]
Medium (5'1") Half-Elf, Chaotic Good (CR 4)
Armor Class 12
Hit Points 33 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 14 (+2) | 11 (+0) | 9 (-1) | 16 (+3) | 8 (-1) |
Senses Passive Perception 15
Languages Common, Elven
Attacks Melee +1 / 1d10-1, Ranged +4 / 1d10+2, Grapple +2
Possessions: 300 gp.
Jebeddo Gimlen, Male Gnome [Permalink]
Personal [hide]
Description: Runty and weak-looking, he is well dressed, but even with his fine clothing he looks run-down. He sports a long brown beard, and similarly colored long hair. His eyes are green and catlike.
Personality: He is extraordinarily eccentric. Only to laugh say gotcha and shoot double pistol fingers at the fooled target.
History: He was born a particularly ugly child, much to the horror of his parents. His parents enrolled him in a Warlock school at a young age so that he could practice his psionic talents. He was granted psionic powers by his dying brother.
Motivation: He is not mentally stable, and does not behave rationally; and he possesses a valuable artifact that the thieves guild wishes to steal
Ideals: Joker, Gifted. Flaws: Ugly, Insane. Bonds: Poor. Occupation: Banker
Voice: Slurs words
Attributes [hide]
Small (3'5") Gnome, Chaotic Good (CR 13)
Armor Class 13
Hit Points 75 (13d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 14 (+2) | 15 (+2) | 17 (+3) | 14 (+2) | 14 (+2) |
Senses Passive Perception 16
Languages Common, Gnome, Giant, Abyssal, Celestial
Attacks Melee +6 / 4d4+2, Ranged +6 / 4d4+2, Grapple +6
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 15 | 4 | 3 | 3 | 3 | 3 | 3 | 1 | 1 |
Possessions: 1000 pp. Silver comb with moonstones (600 gp). Large well-done wool tapestry (200 gp). Solid gold idol (1200 gp). Embroidered silk and velvet mantle with numerous moonstones (2500 gp). Silver comb with moonstones (600 gp). A life-sized copper and silver statuette of a cockatrice. (60 gp). Carved harp of exotic wood with ivory inlay and zircon gems (1200 gp). An abacus with copper, silver and gold markers (130 gp). Brass mug with jade inlays (200 gp). 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Bertram Kitchur, Male Human [Permalink]
Personal [hide]
Description: He wears rags and sports a simple walking cane. He carries with him a set of warhammers, each one with a amber on the hilt. He only wears one on his belt and the other on his back. His white hair is slicked back into a classic pompadour. He has gleaming, smiling hazel eyes.
Personality: Bertram hangs on like a leech to those who appreciate him. It was this clingy personality that held back his dancing career. He is able to make almost anything out of random pieces of junk.
History: He was raised in a mountains tribe. When Bertram reached his early adolescence his Human father passed away. Feeling disconnected from the small nearby village afterwards, he decided to travel. His rounds led him into the Army with a few individuals who would become his life-long companions. He bought a warhammer and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: To fight the greatest warriors and to fight in the greatest battles ever.
Ideals: Fighting, Artistic, Gifted. Bonds: Poor, Nature, Military. Occupation: Healer
Voice: pre-pubescent
Attributes [hide]
Medium (5'3") Human, Chaotic Neutral (CR 3)
Armor Class 10
Hit Points 25 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 11 (+0) | 14 (+2) | 13 (+1) | 14 (+2) | 10 (+0) |
Senses Passive Perception 12
Languages Common, Giant
Attacks Melee +4 / 1d8+2, Ranged +2 / 1d8+0, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 4 | 2 | 1 | 0 | 0 |
Possessions: 10000 cp. 1 Masterwork Artisan’s tools.
Three Running, Male Tabaxi [Permalink]
Personal [hide]
Description: A man with thick toned arms and a paunchy gut. He wears many layers of old clothing at all times. He wears his cinnamon fur down. His eyes are a pleasant yellow.
Personality: He is curt in most of his responses. He prefers to keep his word usage to a minimum to avoid giving away unnecessary information. His respect, as difficult as one would find it to earn, is unwavering; those who more than prove themselves to him, a bar set well above any reasonable standard, he tolerates in varying degrees. Though less modest and more hasty in his reactions to snap at those who irritate him, Three is combative with any and all who dare try his patience in the slightest.
History: His parents moved while he was still in utero so he is the first generation to be born here. He was an athlete and attended two major summer competitions. He never won. He was recently attacked on the road and savagely beaten by bandits.
Motivation: Wants to work out more often; and regain custody of his daughter
Ideals: Athletic, Justice. Flaws: Ugly, Shy. Bonds: Poor, Immigrant. Occupation: Guard
Voice: Farmer accent
Attributes [hide]
Medium (6'9") Tabaxi, Lawful Neutral (CR 5)
Armor Class 12
Hit Points 20 (5d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 14 (+2) | 12 (+1) | 11 (+0) | 14 (+2) | 10 (+0) |
Senses Passive Perception 12
Languages Common
Attacks Melee +6 / 2d4+3, Ranged +5 / 2d4+2, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 4 | 3 |
Possessions: 400 gp. Silver-plated steel longsword with jet jewel in hilt (600 gp). Large well-done wool tapestry (400 gp). Black velvet mask with numerous citrines (40 gp). Silver chalice with lapis lazuli gems (40 gp).
Hupe Wildcloak, Male Halfling [Permalink]
Personal [hide]
Description: This western man likes to wear darkened spectacles and heavy clothing, no matter the weather. His clothes are grease stained in places. He has dyed his greying blonde hair a little too much giving a sharp blonde color. This amber eyed westerner is not easily forgotten.
Personality: He seems absolutely devoid of it. He stares off into space and will respond with overly literal and minimalist answers to questions. He does not believe in violence as a means to an end. He is a dedicated Spice Merchant but believes his peers are too gung-ho.
History: He was born in the west. He took every job he could get his hands on, but the opportunities for Halflings in the west were limited. He left for the west, certain he would find work there.
Motivation: He seems to be bored by most things; and to share knowledge with the world
Ideals: Pacifist, Logical. Flaws: Mundane. Bonds: Poor, Immigrant. Occupation: Spice Merchant
Voice: Jamaican accent
Attributes [hide]
Small (3'1") Halfling, Lawful Good (CR 6)
Armor Class 13
Hit Points 43 (6d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 15 (+2) | 14 (+2) | 15 (+2) | 16 (+3) | 12 (+1) |
Senses Passive Perception 13
Languages Common, Halfling, Sylvan, Goblin
Attacks Melee +5 / 2d6+2, Ranged +5 / 2d6+2, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 14 | 5 | 3 | 3 | 2 | 0 | 0 | 0 |
Possessions: Just what you see.
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Their contribution stands as a beacon of hope for all adventurers!
