Orthog Gentry, Male Half-Orc [Permalink]
Personal [hide]
Description: This exceptionally lanky man wears a suit in poor condition. It has not been laundered in sometime and has been worn in activities one would not normally wear a suit during. His black hair is knotted and matted. His green eyes are desperate and heavily dilated. He has the appearance of someone under the heavy influence of drugs.
Personality: He runs his personal life as if detached from it. He organizes appointments and outings based on perceived benefits he will get from it. He is a logical person and will generally grow upset if things defy logic and science.
History: He was born to loving parents in a slum to the south. When money was particularly tight he was walking through alleys when he overheard a Brewer hiring some criminals to sabotage a competitor. He made his way to the other competitor and parlayed his knowledge into a job. When he grew older, he became a bit more civilized, usually hanging around bars and taverns. He began work as a mercenary for hire. He would embark on any mission as long as the price was right.
Motivation: He desires power and/or immortality; and to share knowledge with the world
Ideals: Logical. Flaws: Addict, Selfish. Bonds: Adventurer, Poor. Occupation: Brewer
Voice: Breathy voice
Attributes [hide]
Medium (6'8") Half-Orc, Chaotic Good (CR 11)
Armor Class 9
Hit Points 76 (11d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 9 (-1) | 15 (+2) | 10 (+0) | 16 (+3) | 14 (+2) |
Senses Passive Perception 13
Languages Common, Orc
Attacks Melee +6 / 3d8+2, Ranged +3 / 3d8-1, Grapple +2
Possessions: Just what you see.
Ahrim Dare, Male Tiefling [Permalink]
Personal [hide]
Description: He is an average looking southern male in his early mid-life. He wears an amalgamation of clothes and depending on the season will wear more layers of the continuing hodge podge. He has wavy red hair. He has a very pronounced jaw and large eyebrows. He wears rectangular glasses with silver brims.
Personality: Cocky and sure of himself, he believes he is the best Roofer born in the past three hundred years. He is accommodating to his spouse and as such limits his hospitality. He is brave and levelheaded in the face of danger and has proven himself a capable leader.
History: Gifted from a young age, Ahrim studied abroad. When he was little, his rather wealthy family often ventured across the forest 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 forest due to the painful memories there. Ahrim took refuge in the old dungeon and found the beat up trident and armor he uses now. He became a Roofer soon after.
Motivation: He is being blackmailed/forced/etc and this influences his actions; and he possesses a valuable artifact that the thieves guild wishes to steal
Ideals: Gifted. Bonds: Job, In love, Nature, Criminal record. Occupation: Roofer
Voice: Irish accent
Attributes [hide]
Medium (6'9") Tiefling, Neutral Evil (CR 3)
Armor Class 11
Hit Points 15 (3d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 12 (+1) | 14 (+2) | 15 (+2) | 16 (+3) | 16 (+3) |
Senses Passive Perception 13
Languages Common, Ignan, Elven
Attacks Melee +4 / 1d8+2, Ranged +3 / 1d8+1, Grapple +2
Possessions: 11000 cp. White pearl (50 gp). Jet (50 gp).
Radomir Hilltopple, Male Halfling [Permalink]
Personal [hide]
Description: He wears professional attire. His skin is fair and his fingers are delicate and long. His tied-back hair is red. His fair skin shows little sign of his aristocratic breeding.
Personality: He is a very happy person and has lots of energy. To put it simply, he's a very lovable idiot. He does not regard money as being a problem because it has never been a problem for him. He lives in a bit of an ivory tower believing all problems are one quick intervention away from being solved.
History: He was always a brilliant, if unscrupulous mind. He struck it rich when he found rare goods in large quantities. He has built up a small fortune and can afford his own way.
Motivation: To share knowledge with the world; and money/treasure
Ideals: Optimist, Logical. Flaws: Insane. Bonds: Attractive, Rich. Occupation: Jeweler
Voice: Whispers
Attributes [hide]
Small (2'10") Halfling, Neutral Good (CR 1)
Armor Class 14
Hit Points 8 (1d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 17 (+3) | 11 (+0) | 10 (+0) | 18 (+4) | 10 (+0) |
Senses Passive Perception 14
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 | 14 | 0 | 0 | 0 | 0 | 0 |
Possessions: 30 gp.
Donaar Yarjerit, Male Dragonborn [Permalink]
Personal [hide]
Description: He wears dull green sweaters, loose violet pants, and alligator leather shoes. Beneath his sweater he keeps a concealed hand crossbow, just in case. He carries with him a set of hand crossbows on his belt, each one with a emerald on the hilt. His crest is bronze and very short. He has a very pronounced jaw and large eyebrows. He wears rectangular glasses with silver brims.
Personality: He tends to agree with only himself unless someone else's opinion sounds like he can profit from it. He tries to control his temper but he can't always stop himself from what he feels what must be done. He is able to make almost anything out of random pieces of junk.
History: Born in the north to a Roofer, Donaar learned a great deal about his father's area of expertise. Being born in the north, he completed his medical training abroad so as to avoid the war. He returned after the war having achieved medical proficiency. He was a general practitioner in the north for years, until he, through no fault of his own, lost a patient who had a very powerful family. Rather than risk reprisal he made his way west. He's also a talented Sculptor, but doesn't like to broadcast it.
Motivation: To fight the greatest warriors and to fight in the greatest battles ever; and sabotage a competitor
Ideals: Fighting, Gifted. Flaws: Antagonistic. Bonds: Job, Family. Occupation: Roofer
Voice: Hollow voice
Attributes [hide]
Medium (6'7") Dragonborn, Neutral Evil (CR 9)
Armor Class 11
Hit Points 87 (9d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 12 (+1) | 19 (+4) | 13 (+1) | 14 (+2) | 13 (+1) |
Senses Passive Perception 12
Languages Common, Aquan
Attacks Melee +5 / 3d4+2, Ranged +4 / 3d4+1, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 0 | 1 | 0 | 0 | 0 |
Possessions: 1900 gp. Azurite (12 gp). White opal (700 gp). Sard (50 gp). Banded agate (12 gp). Chrysoprase (50 gp). Black star sapphire (700 gp).
Aerdeth Amakiir, Male Elf [Permalink]
Personal [hide]
Description: A man with a friendly, welcoming air about him, he is typically in his Guard uniform. His blonde hair is greasy and uncared for. His face is scarred and worn.
Personality: He loves justice and goodness and right action. Anyone who does not fulfill this criteria perfectly will no doubt get a lecture from him. He is the most sanctimonious self-righteous Elf in existence. He is a ruthless business man, a trait he acquired from his mother.
History: When he was but 5 years old his parents immigrated from the west. A gifted student he started as a Hunter, but he got bored and became a Guard. He has gone from town to town till he finds a spot where he can set up a sustainable business.
Motivation: Wants to open a new tavern.
Ideals: Justice, Entrepeneur. Flaws: Ugly. Bonds: Job, Immigrant. Occupation: Guard
Voice: Jamaican accent
Attributes [hide]
Medium (4'9") Elf, Lawful Evil (CR 3)
Armor Class 13
Hit Points 27 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 17 (+3) | 14 (+2) | 9 (-1) | 15 (+2) | 15 (+2) |
Senses Passive Perception 12
Languages Common, Elven
Attacks Melee +4 / 1d8+2, Ranged +5 / 1d8+3, Grapple +3
Possessions: 200 gp.
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