Einkil Durthane, Male Dwarf [Permalink]
Personal [hide]
Description: A man with thick toned arms and a paunchy gut. He is dressed in earthy colors with a green and black handkerchief worn on his right side. His auburn hair is lengthy and is close to two feet long. His fierce gray eyes like to dwell on things.
Personality: He considers himself a man of culture and sophistication. He likes a good challenge to his wits. He has a minor phobia of water and hates getting wet.
History: A studious child he never was much for a social life, not because he was unlikable, but because he did not seek it out. He was an athlete and attended two major summer competitions. He never won. He guards a vault combo very seriously as well as the key needed to open it.
Motivation: He's looking for his big break; and nothing but the best is good enough for him
Ideals: Athletic, Impeccable, Gifted. Flaws: Fearful, Secretive. Bonds: Adventurer. Occupation: Herbalist
Voice: High pitched, excited
Attributes [hide]
Medium (4'0") Dwarf, Lawful Good (CR 10)
Armor Class 11
Hit Points 80 (10d6)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 12 (+1) | 19 (+4) | 11 (+0) | 17 (+3) | 11 (+0) |
Senses Passive Perception 13
Languages Common, Dwarven
Attacks Melee +7 / 3d6+3, Ranged +5 / 3d6+1, Grapple +4
Possessions: 1600 gp.
Ahrim Laughter, Male Tiefling [Permalink]
Personal [hide]
Description: He is of a modest build and height, but he carries himself more imposing than he is. He is generally shirtless and showing off his tattooed chest. He has chestnut hair. His face is feral with sharp distinguishing features. His spectacle hidden eyes are a deep red.
Personality: Overbrimming with self-confidence, Ahrim isn't afraid of most anything. He has a strong dislike to people who do not believe in Tiefling unity. He is submissive, is generally bored by everything, but will take part in whatever people ask of him. He is by nature obliging.
History: He was born at the edge of vast island. When he was little, his rather wealthy family often ventured across the island 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 island due to the painful memories there. Ahrim took refuge in the old dungeon and found the beat up greataxe and armor he uses now. He has taken up leadership of the village's small militia in response to goblins demanding more tribute than usual.
Motivation: He is wracked by social anxiety; and many goblins want him driven away
Ideals: Impeccable. Flaws: Shy, Fearful. Bonds: Nature, Enemies. Occupation: Architect
Voice: Rhymes sentences (sorry)
Attributes [hide]
Medium (5'4") Tiefling, Lawful Evil (CR 9)
Armor Class 11
Hit Points 44 (9d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 12 (+1) | 14 (+2) | 14 (+2) | 18 (+4) | 14 (+2) |
Senses Passive Perception 14
Languages Common, Ignan, Undercommon
Attacks Melee +5 / 3d4+2, Ranged +4 / 3d4+1, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 15 | 3 | 3 | 2 | 1 | 0 | 0 |
Possessions: 240 pp. Red garnet (90 gp). Obsidian (15 gp). Freshwater pearl (15 gp). Chrysoprase (30 gp). Eye agate (15 gp). 1 Minor magic item.
Flame Of Ale, Male Tabaxi [Permalink]
Personal [hide]
Description: He wears a tan shirt, with a pastel mid length shorts with pastel tights and flats, usually wearing a coat over them. He is physically well-built. His fur is cut close to his head. 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 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 Tabaxi in existence. He cannot deal with unfamiliar people for more than a few minutes at a time and if they persist he will grow angry at them.
History: Born in the east his family was never financially stable. In his 17th year, while out on a day-trip, he returned to find his hometown burning and destroyed. He found his father impaled in their home, and his mother beheaded. He saw the man who walked out, and charged him in a blind rage. The man easily evaded and defeated him, leaving him to live broken and terrified. He has made many enemies by not giving into corruption and outing many instances of it.
Motivation: He is wracked by social anxiety.
Ideals: Justice. Flaws: Insomniac, Antagonistic, Fearful. Bonds: Poor. Occupation: Layabout
Voice: Sleepy voice
Attributes [hide]
Medium (6'6") Tabaxi, Chaotic Good (CR 2)
Armor Class 12
Hit Points 9 (2d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 15 (+2) | 8 (-1) | 15 (+2) | 13 (+1) | 15 (+2) |
Senses Passive Perception 11
Languages Common, Giant, Auran
Attacks Melee +5 / 1d6+3, Ranged +4 / 1d6+2, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 4 | 2 | 0 | 0 |
Possessions: 390 gp. 1 Antitoxin.
Aust Caerdonel, Male Elf [Permalink]
Personal [hide]
Description: This malnourished man wears a simple burlap shirt and baggy pants. He conceals his ceremonial dagger with his veritable burlap sack of a shirt. His hair is short and brown. He has gleaming, smiling brown eyes.
Personality: Aggressive, abrasive, and angry, Aust embodies much of what other species detest in the Elves. He enjoys reading and quiet.
History: Born to a poor family in the city he treasured whatever gifts he got. At a young age his father died while driving off some illithids. His mother being the stubborn sort decided to stay and helped train him in ceremonial dagger use. After a long history of fighting, Aust and his spouse have recently divorced.
Motivation: He's repulsed by the PC; and his name or reputation has been wronged in the past by illithids, and he desires to right it
Ideals: Logical, Fighting. Flaws: Antagonistic. Bonds: Poor, Enemies. Occupation: Assassin
Voice: Ums and uhs a lot
Attributes [hide]
Medium (5'5") Elf, Lawful Evil (CR 7)
Armor Class 14
Hit Points 26 (7d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 18 (+4) | 8 (-1) | 17 (+3) | 9 (-1) | 15 (+2) |
Senses Passive Perception 9
Languages Common, Elven, Gnome, Abyssal, Infernal
Attacks Melee +4 / 2d8+1, Ranged +7 / 2d8+4, Grapple +4
Possessions: 300 gp. White pearl (130 gp). Violet garnet (1400 gp).
Dalgal Orcfoe, Male Dwarf [Permalink]
Personal [hide]
Description: He is bundled in multiple layers and is prepared for a desert trek wearing a turban that covers his face most of the time, and carries spears. His tied-back hair is black. His eyes are violet and beady.
Personality: He resents people who mock his appearance or him, so he has learned to be the meanest son of a gun. He is however greedy and will demand payment and proof of collateral's value and will produce a merchant's scale to make sure he is not cheated out of a speck.
History: He was raised in a forest tribe. Cursed with vampirism at a very young age, Dalgal has worked very hard to control his curse. He hopes to save up enough money to one day pay a cleric to cure him.
Motivation: To fight the greatest warriors and to fight in the greatest battles ever.
Ideals: Fighting, Entrepeneur. Flaws: Ugly, Disease. Bonds: Nature. Occupation: Ploughman
Voice: German accent
Attributes [hide]
Medium (4'4") Dwarf, Chaotic Evil (CR 12)
Armor Class 11
Hit Points 66 (12d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 12 (+1) | 11 (+0) | 14 (+2) | 16 (+3) | 13 (+1) |
Senses Passive Perception 13
Languages Common, Dwarven, Giant, Aquan
Attacks Melee +6 / 3d10+2, Ranged +5 / 3d10+1, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 15 | 0 | 1 | 1 | 1 | 0 |
Possessions: 2000 gp. Violet garnet (1300 gp). Golden yellow topaz (1300 gp).
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Their contribution stands as a beacon of hope for all adventurers!
