Ghaliver Sunmeadow, Male Halfling [Permalink]
Personal [hide]
Description: This eastern man is abnormally tall. He wears white trousers with yellow and grey striped suspenders. He wears various colorful collared shirts. His whole body is exceptionally muscular. He has a small bristly mustache and wavy red hair. His face possesses mild wrinkles. His smile is extraordinarily sincere though he does not smile often.
Personality: A deeply religious man he believes everything happens for a reason. He disdains his fellow easterners, claiming they make him look unintelligent just for using an accent.
History: The child of eastern immigrants he idolized his father. His father was a soldier and died while he was still young. Ghaliver was left his father's suit of armor and trained in its use and care. He saw the violence of war and the aftermath so he converted to religion and dedicated himself to non-violence.
Motivation: He would like to get married and retire; and he wants nothing more than to rejoin the army
Flaws: PTSD. Bonds: Immigrant, Religious, Military, Has a crush. Occupation: Crown-heir
Voice: Spanish accent
Attributes [hide]
Small (3'3") Halfling, Chaotic Good (CR 6)
Armor Class 15
Hit Points 35 (6d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 18 (+4) | 13 (+1) | 11 (+0) | 10 (+0) | 14 (+2) |
Senses Passive Perception 10
Languages Common, Halfling
Attacks Melee +5 / 2d6+2, Ranged +7 / 2d6+4, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 5 |
Possessions: 10 pp.
Oskar Strongheart, Male Dwarf [Permalink]
Personal [hide]
Description: He appears as an extremely gaunt Dwarf, and stands approximately 4'3". He is well dressed, but even with his fine clothing he looks run-down, and his gloved hand is found clutching a greataxe. He wears his brown hair up in a very large beehive style do. His eyes are likewise blue.
Personality: He is extraordinarily passive and rarely speaks, let alone speaks his mind. He has a habit of throwing himself into exceedingly dangerous situations.
History: Born in the north to a Fisher, Oskar learned a great deal about his mother's area of expertise. His family was being driven out of business by several neighboring competitors. The mother sought out extralegal help and others began closing their doors. He saw this and took pride in his mother's willingness to do anything to win. He struck the Fisher job and began his own company from there.
Motivation: He will attempt to ambush and attack anyone he thinks he can take on alone and try to knock them out with non-lethal damage. If successful, he will try to sell them to his slave-trader contact; and to pay off his debts
Flaws: Shy, Impulsive. Bonds: Job, Criminal record, Debt. Occupation: Fisher
Voice: Scottish accent
Attributes [hide]
Medium (4'3") Dwarf, Neutral Evil (CR 3)
Armor Class 12
Hit Points 20 (3d10)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 15 (+2) | 15 (+2) | 10 (+0) | 14 (+2) | 6 (-2) |
Senses Passive Perception 12
Languages Common, Dwarven
Attacks Melee +6 / 1d8+4, Ranged +4 / 1d8+2, Grapple +4
Possessions: 2100 sp. 1 Silk rope. 1 Simple lock.
Kerkad Nemmonis, Male Dragonborn [Permalink]
Personal [hide]
Description: A plain young-adult man, he wears a custom-built plate barding that's adorned with red lining and desert motifs. His green crest is unkempt and raggedy. His ears are large.
Personality: He is shy and timid. He has not had much interaction with people and is skittish around them. He claims to be unscrupulous but at the end of the day he will do what he thinks is right.
History: His mother raised him in a mountain cabin. When he was little, his rather wealthy family often ventured across the plains to a summer home near a ruined castle. He would wander through that ruined castle 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 plains due to the painful memories there. Kerkad took refuge in the ruined castle and found the beat up hand crossbow and armor he uses now. He has made many enemies by not giving into corruption and outing many instances of it.
Motivation: Doesn't want to be a Beggar and was forced into it by his family.
Ideals: Justice. Flaws: Ugly, Shy. Bonds: Poor, Nature. Occupation: Beggar
Voice: Dutch accent
Attributes [hide]
Medium (6'7") Dragonborn, Chaotic Neutral (CR 6)
Armor Class 11
Hit Points 21 (6d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 13 (+1) | 11 (+0) | 12 (+1) | 14 (+2) | 12 (+1) |
Senses Passive Perception 15
Languages Common, Goblin
Attacks Melee +7 / 2d6+4, Ranged +4 / 2d6+1, Grapple +4
Possessions: 200 gp. 1 Masterwork Common Melee. 1 Masterwork Uncommon Weapon.
Spring Running, Male Tabaxi [Permalink]
Personal [hide]
Description: He is a man of bearing and well nourished. He very much looks the part of a Doctor. His fur is greying and his face has many wrinkles. He has a very pronounced jaw and large eyebrows. He wears rectangular glasses with silver brims.
Personality: Quiet and reserved he prefers to listen than to talk. He will nod occasionally and communicate nonverbally. 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: Sold as a small child to a brothel owner, Spring was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. He was married off to the eldest child of a minor noble. His spouse died of illness and he inherited everything. He has gone from town to town till he finds a spot where he can set up a sustainable business.
Motivation: Sabotage a competitor.
Ideals: Fighting. Flaws: Shy. Bonds: Job, Rich, Mentor. Occupation: Doctor
Voice: Pirate accent
Attributes [hide]
Medium (6'6") Tabaxi, Chaotic Evil (CR 2)
Armor Class 14
Hit Points 11 (2d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 19 (+4) | 11 (+0) | 12 (+1) | 17 (+3) | 18 (+4) |
Senses Passive Perception 13
Languages Common, Terran
Attacks Melee +1 / 1d6-1, Ranged +6 / 1d6+4, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 0 | 0 | 0 | 0 | 0 |
Possessions: 7000 cp.
Adran Xiloscient, Male Elf [Permalink]
Personal [hide]
Description: Relatively heavier built than your average man, he is not imposing. He tends to wear a large black jacket. His hair is chestnut and curly. He has a very pronounced jaw and large eyebrows. He wears rectangular glasses with silver brims.
Personality: He trusts no one. He is not readily capable for forgiveness and his ire never leaves him. He does not mind isolation but does not hate company and attempts to receive them as best as possible.
History: He was a bastard born out of an affair, and his mother always resented and mistreated him for it out of spite. He has chosen to use the inheritance that was left to him frivolously. Being a Armorer kept his interest for a while, but then he became depressed and bored. So he turned to a secret life of crime, taking increasingly more risks and challenges.
Motivation: He has money and likes to spend it.
Ideals: Extrovert. Flaws: Antagonistic. Bonds: Rich, Criminal record. Occupation: Armorer
Voice: Boston accent
Attributes [hide]
Medium (4'7") Elf, Neutral Evil (CR 8)
Armor Class 14
Hit Points 46 (8d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 19 (+4) | 12 (+1) | 17 (+3) | 15 (+2) | 13 (+1) |
Senses Passive Perception 12
Languages Common, Elven, Halfling, Auran, Sylvan
Attacks Melee +6 / 2d10+3, Ranged +7 / 2d10+4, Grapple +7
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 6 | 4 | 3 | 3 | 2 | 0 |
Possessions: Chrysoberyl (110 gp). Red-brown spinel (110 gp). Deep blue spinel (1500 gp). Golden yellow topaz (1500 gp). 1 Minor magic item.
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Their contribution stands as a beacon of hope for all adventurers!
