Fargrim Helcral, Male Dwarf [Permalink]
Personal [hide]
Description: He is generally shirtless and showing off his tattooed chest. His attire stands in sharp contrast to his dagger, which is beautifully polished and possesses an ornate carving of a card on it. His golden hair is braided into rings. His green eyes dart around the room hyper actively observing anyone and anything.
Personality: He is a pretentious jerk insisting that modern society is full of problems and should revert to a simpler time. 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, Fargrim is combative with any and all who dare try his patience in the slightest.
History: Born in a small village he learned the ways of the warrior from his mother. His parents enrolled him in a Adept school at a young age so that he could practice his divine talents. He was granted divine powers by his dying brother.
Motivation: He is terrified, and will act out of fear; and he is wracked by social anxiety
Ideals: Justice, Fighting, Gifted. Flaws: Antagonistic, Fearful. Occupation: Performer
Voice: Spits words with contempt
Attributes [hide]
Medium (4'5") Dwarf, Lawful Neutral (CR 2)
Armor Class 11
Hit Points 17 (2d6)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 12 (+1) | 18 (+4) | 11 (+0) | 10 (+0) | 16 (+3) |
Senses Passive Perception 10
Languages Common, Dwarven
Attacks Melee +3 / 1d6+1, Ranged +3 / 1d6+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 3 |
Possessions: 220 gp.
Umpen Nucklestamp, Male Gnome [Permalink]
Personal [hide]
Description: He is generally shirtless and showing off his tattooed chest. He has a small bristly mustache and wavy brown hair. He wears large thick round spectacles.
Personality: In the realm of puns, he cannot help himself. He feels obliged to make them. He does suffer from mild PTSD, and the sight of illithids may trigger it at times.
History: Born in the east to a Fletcher, Umpen learned a great deal about his father's area of expertise. Umpen abandoned his home at a very young age, living in the fields and plains. He survived everyday through hunting and stealing from passersby. He did whatever it took for him to survive. He spent several years traveling with his friend, before both settled down to enjoy the fruits of their adventures.
Motivation: A deep hatred of illithids; and an old rival family wants him found
Ideals: Joker. Bonds: Enemies, Job, Adventurer, Family. Occupation: Fletcher
Voice: Sounds elderly
Attributes [hide]
Small (3'4") Gnome, Chaotic Good (CR 3)
Armor Class 10
Hit Points 22 (3d10)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 9 (-1) | 15 (+2) | 11 (+0) | 15 (+2) | 15 (+2) |
Senses Passive Perception 11
Languages Common, Gnome
Attacks Melee +3 / 1d8+1, Ranged +1 / 1d8-1, Grapple +1
Possessions: Just what you see.
River Mirror, Male Tabaxi [Permalink]
Personal [hide]
Description: He prefers to wear black clothing when he does not wear armor. His fur is black and curly. His face is full, his cheeks are rosy, and he always seems to sport a perfect smile and a twinkle in his green eyes.
Personality: River hangs on like a leech to those who appreciate him. It was this clingy personality that held back his singing career. He always tries to repair and not replace. It was this mentality that drove him into the Stableman business.
History: The child of western immigrants he idolized his mother. A gifted student he started as a Knight, but he got bored and became a Stableman. He has worked as a Stableman like his mother before him.
Motivation: He is currently in port desperately looking for someone to get him out; and he'd like to take his coworkers down a peg
Ideals: Artistic, Persistence. Bonds: Attractive, Immigrant, Job, Slave. Occupation: Stableman
Voice: Speaks in third person
Attributes [hide]
Medium (6'8") Tabaxi, Neutral Evil (CR 2)
Armor Class 14
Hit Points 11 (2d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 19 (+4) | 12 (+1) | 14 (+2) | 9 (-1) | 16 (+3) |
Senses Passive Perception 9
Languages Common, Aquan, Halfling
Attacks Melee +1 / 1d6-1, Ranged +6 / 1d6+4, Grapple +4
Possessions: Just what you see.
Nalral Gorunn, Male Dwarf [Permalink]
Personal [hide]
Description: He wears a lot of dark rich colors, with gold accents. He carries with him a set of sais on his belt, each one with a amethyst on the hilt. He has a long blonde beard with little hanging trinkets. His eyes are likewise green. His teeth are white and perfect.
Personality: Abrasive and pushy, he has a hard time making friends. He is afraid of women and trembles around them
History: Gifted from a young age, Nalral studied abroad. His spouse left him for another, whom he beat to an almost bloody pulp. He did not win them back, but he came to a realization. To get what you want from life, you must take it. Recently a tribe of dire rats attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Nalral fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: Seeks redemption; and to fight the greatest warriors and to fight in the greatest battles ever
Ideals: Fighting, Gifted. Flaws: Antagonistic, Shy. Bonds: Attractive. Occupation: Herbalist
Voice: Aggressive tone
Attributes [hide]
Medium (4'3") Dwarf, Lawful Good (CR 8)
Armor Class 12
Hit Points 73 (8d10)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 15 (+2) | 17 (+3) | 17 (+3) | 15 (+2) | 11 (+0) |
Senses Passive Perception 12
Languages Common, Dwarven, Gnome, Gnoll, Halfling
Attacks Melee +5 / 2d10+2, Ranged +5 / 2d10+2, Grapple +2
Possessions: 170 pp. Rock crystal (20 gp).
Immeral Qualanthri, Male Elf [Permalink]
Personal [hide]
Description: A pudgy man standing about 5'0" has a big stupid grin on his face most of the time. He wears a well pressed and immaculate suit (or dress). His chestnut hair is cut short with large spiked bangs in the front. His face is covered beneath a completely black helmet.
Personality: He's a bit of a prankster. He knows he is clumsy and seen as such and will often feign amnesia after injury. The war was a terrible time for him, and Immeral does not often speak of it. When he does, he does so with a strained expression and tears in his eyes.
History: He comes from a rich southern family. When Immeral reached his early adolescence his Elf 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 knows his nephew is from a royal line that had remained secret for centuries, but promised not to tell anyone. So far, no-one knows but him.
Motivation: He feels kind of lost in life; and he wants nothing more than to rejoin the army
Ideals: Joker. Flaws: Depressed. Bonds: Military, Rich. Occupation: Mercenary
Voice: Irish accent
Attributes [hide]
Medium (5'0") Elf, Chaotic Evil (CR 3)
Armor Class 10
Hit Points 27 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 11 (+0) | 10 (+0) | 11 (+0) | 11 (+0) | 15 (+2) |
Senses Passive Perception 10
Languages Common, Elven
Attacks Melee +1 / 1d8-1, Ranged +2 / 1d8+0, Grapple +0
Possessions: 300 gp. Blue quartz (10 gp). Banded agate (10 gp). Golden yellow topaz (200 gp).
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