Fargrim Ironfist, Male Dwarf [Permalink]
Personal [hide]
Description: A 4'0" western man, he wears tight fighting clothing, which leaves very little to the imagination. His red hair is greying along the sides and has receded to reveal a widow's peak. His face possesses mild wrinkles. His smile is extraordinarily sincere though he does not smile often.
Personality: He considers himself the perfect gentleman. He makes a point to always show proper etiquette and frequently critiques the etiquette of others. He also is a firm believer in the manly ideal.
History: He was born to a pair of big game hunters, but was frequently ill as a child. He couldn't stand his childhood mentor and eventually formed a pact with his mentor's previously failed apprentice to rebel. When their plan failed the mentor lashed out against both of them and fled. Recently a tribe of goblins attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Fargrim fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: To fight the greatest warriors and to fight in the greatest battles ever; and he feels the way he acts is they only way to get by in the world
Ideals: Fighting, Impeccable. Flaws: Impulsive, Disease. Bonds: Mentor. Occupation: Stylist
Voice: Tuts and clicks tongue
Attributes [hide]
Medium (4'0") Dwarf, Lawful Evil (CR 2)
Armor Class 11
Hit Points 8 (2d4)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 13 (+1) | 11 (+0) | 14 (+2) | 14 (+2) | 14 (+2) |
Senses Passive Perception 12
Languages Common, Dwarven, Aquan, Goblin
Attacks Melee +4 / 1d6+2, Ranged +3 / 1d6+1, Grapple +2
Possessions: 60 gp. Onyx (30 gp). Sardonyx (30 gp). White pearl (70 gp).
Alvyn Waggletop, Male Gnome [Permalink]
Personal [hide]
Description: He is an attractive man, lean and moderately muscular. He likes to wear ponchos typically of a light black in addition to tight pants. He has shaved his head bald. 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 Gnome in existence. He is obsessed with finding treasure.
History: He was born blind and as such lacked many opportunities for work. His father was very strict, and drilled into him lessons on being the perfect gentleman. During his travels, Alvyn and his party rested in a cavern that was (unknown to them) infused with powerful dark magic. Upon awakening, Alvyn discovered the rest of his party dead, transformed into horrible, mindless undead versions of their former selves. Alvyn fled the cavern, stopping for breath at a small pool, and only then realizing his own horrible transformation.
Motivation: He doesn't get along with people that don't share his tastes.
Ideals: Justice, Impeccable. Flaws: Insomniac, Disease. Bonds: Attractive, Adventurer. Occupation: Fletcher
Voice: growls and snarls, animalistic
Attributes [hide]
Small (3'8") Gnome, Lawful Good (CR 4)
Armor Class 12
Hit Points 20 (4d4)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 13 (+1) | 15 (+2) | 12 (+1) | 16 (+3) | 9 (-1) |
Senses Passive Perception 15
Languages Common, Gnome, Undercommon
Attacks Melee +4 / 1d10+2, Ranged +3 / 1d10+1, Grapple +5
Possessions: 600 gp. Silver comb with moonstones (900 gp). Gold and topaz bottle stopper cork (500 gp). Gold and topaz bottle stopper cork (500 gp). 1 Half-Plate. 1 Chain shirt. 1 Half-Plate. 1 Half-Plate.
Feldûsh Branson, Male Half-Orc [Permalink]
Personal [hide]
Description: This man is very fat, and wears a black tunic with brown highlights, and long tan pants that bunch up around his shoes. His hair is always cut to a buzz. His fierce violet eyes like to dwell on things.
Personality: He snorts whenever he laughs or is feeling confident. He refers to his adoptive father for almost all things he is unsure about, which are numerous. He is very much still a child and has not developed a drive for self-dependency.
History: Feldûsh was born the youngest of three triplets. He sought a place where he would be rewarded solely on the merits of his skills. This search led him directly into Barkeep work with an outfit from a few towns over. Barkeep work suited him well, and with each successful project, he earned more gold and more respect from his peers. He has gone from town to town working and never settling down anywhere, but has fallen for a local Spy. He hasn't told them the truth, but wants to settle down with them.
Motivation: To unite with his brother; and expand his business
Flaws: Ugly. Bonds: Family, Job, Has a crush. Occupation: Barkeep
Voice: Scandinavian accent
Attributes [hide]
Medium (5'7") Half-Orc, True Neutral (CR 3)
Armor Class 11
Hit Points 18 (3d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 13 (+1) | 15 (+2) | 10 (+0) | 16 (+3) | 10 (+0) |
Senses Passive Perception 13
Languages Common, Orc
Attacks Melee +4 / 1d8+2, Ranged +3 / 1d8+1, Grapple +2
Possessions: 1200 sp.
Laucian Ray, Male Half-Elf [Permalink]
Personal [hide]
Description: This tall, slender man is wearing a long, red, dusty cloak. His hair is greying and his face has many wrinkles. He has gleaming, smiling blue eyes.
Personality: He is irascible and easily irritated. The occasional robbery is his preferred attention getting crime, but he mainly uses his means for meeting his own perverse desires.
History: Laucian was born to in a poor docking district. He spent his early days working in the same smith shop his father was employed at, doing general labor. In his youth he was part of a gang. He got caught, but did not rat out his comrades and served his time in prison. He has gone from town to town till he finds a spot where he can set up a sustainable business.
Motivation: He has passion for adventuring and risk; and balancing his hectic life and new knight responsibilities is difficult
Flaws: Antagonistic. Bonds: Criminal record, Poor, Job, Adventurer. Occupation: Knight
Voice: Speaks through clenched teeth
Attributes [hide]
Medium (4'11") Half-Elf, Chaotic Neutral (CR 6)
Armor Class 11
Hit Points 26 (6d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 13 (+1) | 10 (+0) | 12 (+1) | 15 (+2) | 15 (+2) |
Senses Passive Perception 12
Languages Common, Elven, Ignan
Attacks Melee +6 / 2d6+3, Ranged +4 / 2d6+1, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 5 | 3 | 3 | 2 | 0 | 0 |
Possessions: 6000 sp. Pink pearl (130 gp). Freshwater pearl (9 gp). Blue quartz (9 gp). Smoky quartz (30 gp). 1 Minor magic item.
Merihim Calm, Male Tiefling [Permalink]
Personal [hide]
Description: He is an average looking southern male in his early mid-life. He usually wears his red robe and has his halberd always slung over his shoulder. He has no hair. His eyes are a pleasant black.
Personality: He is a Locksmith first and foremost. He believes firmly that knowledge should be universal. A true patriot, Merihim would do anything for his country. He is fiercely protective of his fellow citizens and foreign allies.
History: Sold as a small child to a brothel owner, Merihim was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. In his formative years he discovered how persuasive he was. He began using that to his advantage selling useless wares at inflated prices. He has been a successful dealer in antiques buying low and selling high.
Motivation: He wants nothing more than to rejoin the army; and retire the richest man in the south
Ideals: Entrepeneur. Flaws: Ugly. Bonds: Job, Military, Mentor. Occupation: Locksmith
Voice: Low range voice
Attributes [hide]
Medium (6'6") Tiefling, True Neutral (CR 6)
Armor Class 11
Hit Points 31 (6d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 13 (+1) | 13 (+1) | 13 (+1) | 14 (+2) | 14 (+2) |
Senses Passive Perception 12
Languages Common, Giant
Attacks Melee +6 / 2d6+3, Ranged +4 / 2d6+1, Grapple +3
Possessions: 600 gp.
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Their contribution stands as a beacon of hope for all adventurers!
