Gale Shoe, Male Tabaxi [Permalink]
Personal [hide]
Description: He stands about 6'3" and has a large black mantle and cape that has been intricately interwoven into his white robe. His left leg appears badly burned and disfigured. His beige fur, when down, is lengthy. He was beautiful and young once, which still shows through his age, but it is a faded beauty.
Personality: He hates gnolls. He views them as having robbed his home of its proper glory. He takes great pride in his work and is very well organized. His planner is full of calendar events.
History: He was born in a small island village. His mother took him hunting and taught him how to get in the mind of other creatures. Days after completing his studies, news broke out that his hometown was attacked by gnolls. Gale was horrified and prayed that his father was alright. However, he heard that his father had died fighting off the gnolls.
Motivation: Someone believes him a fraud; and he wants revenge against gnolls
Bonds: Attractive, Enemies, Job, Nature. Occupation: Beggar
Voice: Low and grunting
Attributes [hide]
Medium (6'3") Tabaxi, Lawful Neutral (CR 9)
Armor Class 15
Hit Points 67 (9d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 20 (+5) | 13 (+1) | 8 (-1) | 17 (+3) | 14 (+2) |
Senses Passive Perception 16
Languages Common
Attacks Melee +5 / 3d4+2, Ranged +8 / 3d4+5, Grapple +5
Possessions: 1300 gp. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Eberk Glanhig, Male Dwarf [Permalink]
Personal [hide]
Description: This man wears tan trousers with white and brown striped suspenders. He wears various colorful collared shirts. He is muscular with a powerful set of arms. His tied-back hair is blonde. His violet eyes are slightly larger than normal.
Personality: He is quiet and unassuming. He ignores others and carries on with his job unassumingly. He spends most of his days drinking in the Inn, the rowdiest and most dangerous establishment in town. There he gambles, wrestles and listens to stories told by travelers.
History: Born in the west his family was never financially stable. He worked as a nervous Adventurer and found it very stressful. He has made many enemies by not giving into corruption and outing many instances of it.
Motivation: Nothing but the best is good enough for him; and a need for knowledge about a nearby landmark
Ideals: Justice, Impeccable. Bonds: Job, Adventurer, Poor. Occupation: Adventurer
Voice: Pronounces O like U
Attributes [hide]
Medium (4'1") Dwarf, Lawful Neutral (CR 2)
Armor Class 12
Hit Points 18 (2d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 15 (+2) | 17 (+3) | 13 (+1) | 16 (+3) | 15 (+2) |
Senses Passive Perception 13
Languages Common, Dwarven, Infernal
Attacks Melee +2 / 1d6+0, Ranged +4 / 1d6+2, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 4 | 2 | 0 | 0 | 0 | 0 | 0 |
Possessions: Rock crystal (60 gp). 1 Holy water.
Reynard Wedgwood, Male Human [Permalink]
Personal [hide]
Description: He wears professional attire. His attire stands in sharp contrast to his warhammer, which is beautifully polished and possesses an ornate carving of a skull on it. His brown hair is kept up in a ponytail inside a Stetson hat. His face is feral with sharp distinguishing features. His spectacle hidden eyes are a deep amber.
Personality: Overbrimming with self-confidence, Reynard isn't afraid of most anything. He has a strong dislike to people who do not believe in Human unity. His actions favor neither the good nor the evil, as he answers to a power that mortal men fail to acknowledge.
History: Trained by his father for as long as he can remember he had it drilled in his head that it was his duty to serve his country. Reynard was a troubled youth. He spent his days as a hard laborer instead of attending school, and spent his evenings with numerous mobsters and gang members. Reynard decided he wanted neither the life of his father nor that of the evil petty criminals he associated with. During his early adolescence, he took a sudden opportunity while working the docks and commandeered a vessel that was left unmanned. He would ruin relationships and cause injury. He was reprimanded several times before being given his current form and forced to learn humility.
Motivation: Nothing but the best is good enough for him; and he feels that his past leaves him morally obligated to help
Ideals: Impeccable. Bonds: Attractive, Religious, Military, Criminal record. Occupation: Fortune-teller
Voice: Smooth and feminine
Attributes [hide]
Medium (5'11") Human, Lawful Evil (CR 11)
Armor Class 10
Hit Points 49 (11d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 10 (+0) | 13 (+1) | 16 (+3) | 10 (+0) | 17 (+3) |
Senses Passive Perception 10
Languages Common, Celestial, Ignan, Undercommon
Attacks Melee +7 / 3d8+3, Ranged +4 / 3d8+0, Grapple +3
Possessions: 1400 gp. Cloth of gold vestments (150 gp). Ceremonial electrum dagger with a star ruby in the pommel (900 gp). 1 Minor magic item.
Gardain Burrowfound, Male Dwarf [Permalink]
Personal [hide]
Description: A 4'3" western man, he wears just a white suit. He wears a colorful flower in his white hair. His face possesses mild wrinkles. His smile is extraordinarily sincere though he does not smile often.
Personality: Gardain is depressed about a lot of things. He tends to be a nihilist. He is a big fan of imagination and believes people should spend more time reading and writing.
History: He was born to a wealthy landowner in a frontier town, living a normal and happy childhood. He was a friend to animals and a trickster. In his defense of animals however he would do severe harm to people. He bought a club and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: He has money and likes to spend it; and to share knowledge with the world
Ideals: Logical. Flaws: Depressed. Bonds: Attractive, Rich, Nature. Occupation: Cartwright
Voice: Raspy
Attributes [hide]
Medium (4'3") Dwarf, Chaotic Evil (CR 10)
Armor Class 11
Hit Points 84 (10d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 12 (+1) | 18 (+4) | 9 (-1) | 11 (+0) | 12 (+1) |
Senses Passive Perception 10
Languages Common, Dwarven
Attacks Melee +3 / 3d6-1, Ranged +5 / 3d6+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 |
Possessions: 600 gp. Citrine (30 gp). Deep blue spinel (500 gp). Sard (30 gp). Violet garnet (500 gp). Moss agate (13 gp). Rich purple corundum (1000 gp). Sardonyx (30 gp). 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Morkral Silveraxe, Male Dwarf [Permalink]
Personal [hide]
Description: A 4'2" eastern man, he is constantly adorned with expensive silk clothing, often dyed in bright green and pastel, and wears rings and necklaces with large, colorful gems. His hair, while still mostly blonde, has prominent grey streaks. His blue eyes dart around the room hyper actively observing anyone and anything.
Personality: He is calm most of the time but flees social interaction. He has a minor phobia of water and hates getting wet.
History: The child of eastern immigrants he idolized his father. He inherited a moderately successful company from his father. Under his leadership it has flourished, and using capital from his venture he effectively owns an entire region. He has drifted from career to career and currently works as a Detective.
Motivation: Dwarven compassion; and wants to open a new tavern
Flaws: Shy, Fearful, Racist. Bonds: Rich, Immigrant, Job. Occupation: Detective
Voice: Deep voice with rolling R's
Attributes [hide]
Medium (4'2") Dwarf, Neutral Good (CR 2)
Armor Class 12
Hit Points 20 (2d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 15 (+2) | 15 (+2) | 13 (+1) | 8 (-1) | 8 (-1) |
Senses Passive Perception 9
Languages Common, Dwarven, Aquan
Attacks Melee +4 / 1d6+2, Ranged +4 / 1d6+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 9 |
Possessions: 1 Masterwork Common Melee.
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Their contribution stands as a beacon of hope for all adventurers!
