Orsik Gorunn, Male Dwarf [Permalink]
Personal [hide]
Description: His skin has the orange glow of too much sun. He prefers to wear fine silks, though has several suits of combat armor for his hunting needs. His blonde hair, when down, is lengthy. His skin is flawless and his brown eyes scan people very quickly.
Personality: He cares much about the opinion of others, both in good and in bad: when keeping in line with his opinion, he thinks highly of the other person, but when opinions clash, he can get violently argumentative. Despite his manner, he is extremely passionate and proud of his job, and he prides himself in being thorough and never missing a detail.
History: Orsik lived on a farm with his father, near the main road leading to a nearby town. Before the accident, he was one of the most outspoken anti-Dwarven activists. He was mortally wounded, saved by a kind and fast-acting Dwarven doctor. 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 has money and likes to spend it; and sabotage a competitor
Ideals: Opinionated. Flaws: Racist. Bonds: Rich, Attractive, Job, Family. Occupation: Bowyer
Voice: Scratchy, weak
Attributes [hide]
Medium (4'1") Dwarf, Neutral Good (CR 12)
Armor Class 13
Hit Points 67 (12d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 17 (+3) | 12 (+1) | 15 (+2) | 13 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common, Dwarven, Abyssal, Elven
Attacks Melee +8 / 3d10+4, Ranged +7 / 3d10+3, Grapple +4
Possessions: 1000 gp. Jet (140 gp). Hematite (4 gp). Peridot (30 gp).
Edge Candle, Male Tabaxi [Permalink]
Personal [hide]
Description: A man with a cold, calculating air about him, he prefers to wear tan pants and tee shirts. His white fur is drawn into a tight pony tail with a rose scrunchie. His yellow eyes dart from person to person to random spaces in the air.
Personality: He has schizophrenia that causes him to hear things that aren't there and will sometimes respond to them. He is kind towards other men and children and will generally offer men help without question. Others will generally need to prove themselves to him.
History: The child of a Shoemaker, who enjoyed hunting, Edge was taken on many hunting expeditions. He was a friend to animals and a trickster. In his defense of animals however he would do severe harm to people. He remains aloof and afraid to be himself due to all the ideals others have placed upon him.
Motivation: A need for knowledge about a nearby landmark; and he's looking for his big break
Ideals: Philantrophist. Flaws: Disease, Shy. Bonds: Adventurer, Nature. Occupation: Armorer
Voice: Eastern European accent
Attributes [hide]
Medium (5'7") Tabaxi, Neutral Good (CR 4)
Armor Class 12
Hit Points 20 (4d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 15 (+2) | 9 (-1) | 10 (+0) | 16 (+3) | 16 (+3) |
Senses Passive Perception 14
Languages Common
Attacks Melee +2 / 1d10+0, Ranged +4 / 1d10+2, Grapple +2
Possessions: 500 gp. 1 Masterwork Light wooden shield. 1 Darkwood Shield.
Radomir Glenfellow, Male Halfling [Permalink]
Personal [hide]
Description: He is a small man, but exceptionally fit. He is wearing a long, blue cloak. His broad hat is riddled with cuts and holes. He has a tattooed face.
Personality: Radomir wants to be seen as a stoic, levelheaded, noble Commoner, so he tries to act the part. He does a good job, for the most part... He will pursue extreme courses of action in the short term, confident that they cannot fail.
History: His martial talent manifested at a young age. Aiming to upstage a rival house, his parents had him trained. His father was supposedly a charlatan fortune teller, but he insists his father was legitimate. He was granted martial powers by his dying brother.
Motivation: He has a rivalry with the Church that dominates his actions; and to prove his worth to the world
Ideals: Athletic, Disciplined, Gifted. Flaws: Ugly, Impulsive. Bonds: Religious. Occupation: Glassblower
Voice: Speaks in third person
Attributes [hide]
Small (2'11") Halfling, True Neutral (CR 6)
Armor Class 13
Hit Points 30 (6d4)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 14 (+2) | 15 (+2) | 13 (+1) | 12 (+1) | 16 (+3) |
Senses Passive Perception 11
Languages Common, Halfling, Gnome
Attacks Melee +4 / 2d6+1, Ranged +5 / 2d6+2, Grapple +2
Possessions: 200 gp. Deep blue spinel (500 gp). Smoky quartz (70 gp).
Cressel Soft, Male Tiefling [Permalink]
Personal [hide]
Description: His right side is far more bruised and cut up than his other. He prefers to wear pastel clothing when he does not wear armor. His hair is purple and very short. His eyes are silver and he is always smoking a pipe.
Personality: He does not believe in betrayal or weakness as things to be tolerated. He is a logical person and will generally grow upset if things defy logic and science.
History: He was born a particularly ugly child, much to the horror of his parents. He has had some formal dancing training, and achieved minor success. When his spouse passed he lost his only source of income but claims to his daughters to still be retired.
Motivation: Regain custody of his daughter; and to reunite with his absent father
Ideals: Justice, Logical, Artistic. Flaws: Ugly. Bonds: Family. Occupation: Masseuse
Voice: French accent
Attributes [hide]
Medium (6'0") Tiefling, Neutral Good (CR 7)
Armor Class 10
Hit Points 44 (7d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 11 (+0) | 15 (+2) | 11 (+0) | 17 (+3) | 16 (+3) |
Senses Passive Perception 13
Languages Common
Attacks Melee +5 / 2d8+2, Ranged +3 / 2d8+0, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 3 | 2 |
Possessions: 500 gp. 1 Minor magic item.
Ar-Karo Stanford, Male Half-Orc [Permalink]
Personal [hide]
Description: He has a missing left arm. He is well dressed, constantly wearing a black suit, brown shirt, and tan tie. With bright auburn hair and a scraggly beard. His thin eyebrows rest above his beady hazel eyes.
Personality: He snorts whenever he laughs or is feeling confident. His brief stint in the army gave him the idea he was invincible and that he is the toughest man alive.
History: Born to a Blacksmith, his father struggled to pay the bills. When he was little, his rather wealthy family often ventured across the mountains 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 mountains due to the painful memories there. Ar-Karo took refuge in the old dungeon and found the beat up pickaxe and armor he uses now. He was recently attacked on the road and savagely beaten by bandits.
Motivation: He has a rivalry with the Church that dominates his actions; and he wants nothing more than to rejoin the army
Flaws: Ugly. Bonds: Military, Poor, Nature. Occupation: Barrister
Voice: Spits words with contempt
Attributes [hide]
Medium (6'7") Half-Orc, Neutral Evil (CR 7)
Armor Class 10
Hit Points 45 (7d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 10 (+0) | 18 (+4) | 12 (+1) | 15 (+2) | 10 (+0) |
Senses Passive Perception 12
Languages Common, Orc, Celestial
Attacks Melee +5 / 2d8+2, Ranged +3 / 2d8+0, Grapple +5
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 4 | 4 | 3 |
Possessions: 400 gp. Blue quartz (4 gp). 1 Minor magic item. 1 Minor magic item.
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