Thamuz Dare, Male Tiefling [Permalink]
Personal [hide]
Description: He tends to wear a heavy leather apron. Coupled with his rolled up shirt sleeves this gives him a very relaxed look. He carries with him a set of glaives, each one with a emerald on the hilt. He only wears one on his belt and the other on his back. His hair is dark red and curly. Judging by the bloodshot nature of his eyes and the massive bags underneath them one would imagine he has not slept for days.
Personality: He is not truly malevolent, but he is obsessed with music. He constantly tries to fill his life with music. He always tries to repair and not replace. It was this mentality that drove him into the Barkeep business.
History: Thamuz lived on a farm with his father, near the main road leading to a nearby town. From there he went from mercenary job to mercenary job. He has became unsatisfied with his lot in life, and decided to take up adventuring.
Motivation: Obtaining odd cultural Tiefling artifacts is his passion.
Ideals: Fighting, Artistic, Persistence. Flaws: Insomniac. Bonds: Family, Adventurer. Occupation: Barkeep
Voice: Spits words with contempt
Attributes [hide]
Medium (5'4") Tiefling, Chaotic Good (CR 4)
Armor Class 11
Hit Points 25 (4d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 13 (+1) | 14 (+2) | 14 (+2) | 9 (-1) | 13 (+1) |
Senses Passive Perception 9
Languages Common, Ignan, Auran
Attacks Melee +2 / 1d10+0, Ranged +3 / 1d10+1, Grapple +1
Possessions: 200 gp. 1 Minor magic item.
Fax Orexijandilin, Male Dragonborn [Permalink]
Personal [hide]
Description: He wears a lot of dark rich colors, with gold accents. He sports a flattop crest cut. He is baby faced.
Personality: He is not truly malevolent, but he is obsessed with poetry. He constantly tries to fill his life with poetry. He plays an instrument quite well.
History: He was born into a rich family. He inherited a moderately successful company from his mother. Under his leadership it has flourished, and using capital from his venture he effectively owns an entire region. He has been a successful dealer in antiques buying low and selling high.
Motivation: His relatives are trying to arrange a marriage; and doesn't want to be a blacksmith and was forced into it by his family
Ideals: Artistic, Entrepeneur. Bonds: Attractive, Rich, Family. Occupation: Blacksmith
Voice: Spits words with contempt
Attributes [hide]
Medium (6'5") Dragonborn, Chaotic Good (CR 2)
Armor Class 9
Hit Points 14 (2d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 9 (-1) | 9 (-1) | 16 (+3) | 12 (+1) | 13 (+1) |
Senses Passive Perception 13
Languages Common, Dwarven, Draconic, Giant
Attacks Melee +4 / 1d6+2, Ranged +1 / 1d6-1, Grapple +3
Possessions: 800 sp.
Hamil Warmwater, Male Halfling [Permalink]
Personal [hide]
Description: He has a missing right leg. He wears a large hat to cast shadows over his face and wears ponchos to better hide his body. He sports a long white beard, and similarly colored long hair. He wears large thick round spectacles.
Personality: Prone to second guessing himself, he comes off as nervous. He loves his children and doesn't want them to worry about him. He loves to share his writing with anyone who is interested.
History: He grew up in a lower middle class home, but living comfortably wasn't enough. He has had some formal writing training, and achieved minor success. He has been saving his money to try and buy his brother's freedom.
Motivation: Doesn't want to be a Engraver and was forced into it by his family.
Ideals: Artistic. Flaws: Shy, Mundane. Bonds: Family. Occupation: Engraver
Voice: German accent
Attributes [hide]
Small (3'0") Halfling, Lawful Good (CR 6)
Armor Class 15
Hit Points 29 (6d6)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 18 (+4) | 12 (+1) | 12 (+1) | 13 (+1) | 17 (+3) |
Senses Passive Perception 11
Languages Common, Halfling, Goblin
Attacks Melee +2 / 2d6-1, Ranged +7 / 2d6+4, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 3 | 3 | 2 |
Possessions: 500 gp. 1 Minor magic item.
Darrow Brightmoon, Male Halfling [Permalink]
Personal [hide]
Description: This late middle aged man wears dull tan sweaters, loose blue pants, and alligator leather shoes. Beneath his sweater he keeps a concealed shield, just in case and is in decent physical shape. His white hair is cut short with large spiked bangs in the front. His thin eyebrows rest above his beady violet eyes.
Personality: He considers himself the protector of his home. He feels this is his duty and calling. He is a great chef.
History: Gifted from a young age, Darrow studied abroad. He dropped out of school before completing his studies. He left for the south, certain he would find work there.
Motivation: To clean up the streets; and to share knowledge with the world
Ideals: Gifted, Logical. Flaws: Ugly. Bonds: Guardian, Immigrant. Occupation: Body Guard
Voice: Breathy voice
Attributes [hide]
Small (3'1") Halfling, Lawful Good (CR 4)
Armor Class 14
Hit Points 14 (4d6)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 17 (+3) | 8 (-1) | 13 (+1) | 13 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common, Halfling, Druidic
Attacks Melee +2 / 1d10+0, Ranged +5 / 1d10+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 3 | 2 | 0 | 0 |
Possessions: 100 gp.
Anselm Marley, Male Human [Permalink]
Personal [hide]
Description: A man with a cold, calculating air about him, he wears baggy white pantaloons and a brown scarf. His red hair is kept up in a ponytail inside a top hat. He has several tiny sapphire earrings on each ear.
Personality: He is quiet and anti-social and can barely make it a few minutes in conversation before his hampering stammer kicks in. He lacks restraint and is impulsive. He jumps in and acts without thinking all too often.
History: He was born to a criminal king-pin and mafia family 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. Anselm took refuge in the old dungeon and found the beat up greataxe and armor he uses now. He now mingles about in high society.
Motivation: He is a bit of a kleptomaniac.
Flaws: Shy, Impulsive. Bonds: Rich, Criminal record, Nature. Occupation: Detective
Voice: Draws out vowels
Attributes [hide]
Medium (5'0") Human, Neutral Evil (CR 1)
Armor Class 10
Hit Points 5 (1d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 10 (+0) | 12 (+1) | 13 (+1) | 15 (+2) | 12 (+1) |
Senses Passive Perception 12
Languages Common, Aquan
Attacks Melee +3 / 1d4+1, Ranged +2 / 1d4+0, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 5 | 3 | 0 | 0 |
Possessions: 5000 cp. Brown-green garnet (70 gp).
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Their contribution stands as a beacon of hope for all adventurers!