Seebo Gobblefirn, Male Gnome [Permalink]
Personal [hide]
Description: He wears an old set of leather armor, nicked and torn by the ravages of time and battle, but does not cut a very imposing figure. He walks with a slouch but will stand straight to his full 3'6" when asserting himself. He has no hair. He has a dull look in his hazel eyes.
Personality: He dislikes all the random violence that takes place in the east. He invites people to come help in his community garden.
History: He was born a particularly ugly child, much to the horror of his parents. His spouse left him for another, whom he beat to an almost bloody pulp. He did not win them back, but he came to a realization. To get what you want from life, you must take it. He used his abilities to travel the world and help people.
Motivation: To fight the greatest warriors and to fight in the greatest battles ever; and to prove his worth to the world
Ideals: Pacifist, Fighting, Philantrophist. Flaws: Ugly. Occupation: Merchant
Voice: Gruff and masculine
Attributes [hide]
Small (3'6") Gnome, Chaotic Evil (CR 3)
Armor Class 11
Hit Points 32 (3d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 10 (+0) | 18 (+4) | 11 (+0) | 17 (+3) | 12 (+1) |
Senses Passive Perception 13
Languages Common, Gnome
Attacks Melee +3 / 1d8+1, Ranged +2 / 1d8+0, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 2 | 2 |
Possessions: 2500 sp. 1 Chain shirt. 1 Half-Plate.
Rolf Beitz, Male Human [Permalink]
Personal [hide]
Description: He wears a faded coat and loose pants complete with wide-brimmed hat. He carries with him a set of scythes on his belt, each one with a amethyst on the hilt. His hair is black and very short. His fierce gray eyes like to dwell on things.
Personality: He exudes charisma. He is a tour de force of persuasion. He believes the world needs to unite to get rid of brigands once and for all.
History: He was born to a pair of big game hunters, but was frequently ill as a child. 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 taken up leadership of the village's small militia in response to brigands demanding more tribute than usual.
Motivation: Retire the richest man in the south.
Ideals: Fighting, Entrepeneur. Flaws: Disease. Bonds: Attractive, Enemies. Occupation: Locksmith
Voice: Draws out vowels
Attributes [hide]
Medium (5'4") Human, Lawful Evil (CR 1)
Armor Class 9
Hit Points 6 (1d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 8 (-1) | 10 (+0) | 10 (+0) | 11 (+0) | 15 (+2) |
Senses Passive Perception 10
Languages Common
Attacks Melee +5 / 1d4+3, Ranged +1 / 1d4-1, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 3 | 1 |
Possessions: 90 gp. Hematite (13 gp).
Trym Richie, Male Half-Elf [Permalink]
Personal [hide]
Description: Dark and lean, he is a relatively plain man. He wears a brown shirt, with a grey mid length shorts with grey tights and flats, usually wearing a coat over them. His moppish auburn hair is in a traditional bowl cut. His fair skin shows little sign of his aristocratic breeding.
Personality: Aside from being a little slow due to sleep deprivation he is generally quite perceptive. He notices little details and can draw good conclusions from them. 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 father always resented and mistreated him for it out of spite. When he came of age, he joined a caravan that would eventually take him to the capital. He would practice along the way and, when he arrived, be apprenticed to a Butcher. He's also a talented Roofer, but doesn't like to broadcast it.
Motivation: Expand his business.
Ideals: Extrovert. Flaws: Insomniac, Antagonistic. Bonds: Attractive, Job. Occupation: Butcher
Voice: Uses sign language
Attributes [hide]
Medium (4'10") Half-Elf, Neutral Good (CR 11)
Armor Class 12
Hit Points 86 (11d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 15 (+2) | 13 (+1) | 16 (+3) | 14 (+2) | 11 (+0) |
Senses Passive Perception 16
Languages Common, Elven, Celestial, Druidic, Undercommon
Attacks Melee +5 / 3d8+1, Ranged +6 / 3d8+2, Grapple +6
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 14 | 0 | 1 | 1 | 0 | 0 |
Possessions: 3000 gp. Freshwater pearl (15 gp). White opal (1100 gp). Malachite (15 gp). Red spinel (140 gp). Obsidian (15 gp). Obsidian (15 gp). Silver pearl (140 gp). Chalcedony (20 gp). Alexandrite (1600 gp). 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Art Of Wine, Male Tabaxi [Permalink]
Personal [hide]
Description: This man wears skinny pants and wears a green and brown robe with the hood down. He has a penchant for wearing a ring with an oversized sapphire on his right hand. His cinnamon fur, when down, is lengthy. He was beautiful and young once, which still shows through his age, but it is a faded beauty.
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. His temper goes off on the smallest of things. He tends to lash out at those around him.
History: He was a bastard born out of an affair, and his father always resented and mistreated him for it out of spite. His parents died when he was young, and he was unceremoniously dumped in the city orphanage. Art grew up in the orphanage, tormented by the older kids and famished from lack of food. To avoid death by starvation, most orphans take to a life of crime or prostitution (often both), and so did Art. After a long history of fighting, Art and his spouse have recently divorced.
Motivation: Seeks redemption; and he uses money and sex appeal to get what he needs
Ideals: Justice. Flaws: Antagonistic. Bonds: Rich, Attractive, Criminal record. Occupation: Junk Dealer
Voice: Old Prospector
Attributes [hide]
Medium (5'7") Tabaxi, Chaotic Evil (CR 10)
Armor Class 11
Hit Points 29 (10d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 12 (+1) | 10 (+0) | 16 (+3) | 15 (+2) | 16 (+3) |
Senses Passive Perception 12
Languages Common, Aquan, Abyssal, Goblin
Attacks Melee +6 / 3d6+2, Ranged +5 / 3d6+1, Grapple +7
Possessions: 1900 gp. Jade (120 gp). White opal (400 gp). 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Olunt Daerdahk, Male Dwarf [Permalink]
Personal [hide]
Description: The man speaks with an almost imperceptible accent. He seems to always be the slightest bit damp as if he got out from a pool a few moments ago. He wears dull brown sweaters, loose tan pants, and alligator leather shoes. Beneath his sweater he keeps a concealed crossbow, just in case. He wears a wide-brimmed hat to cover his moderate length brown hair. He wears crescent spectacles with a black brim.
Personality: He is inclined to make off color jokes and interpret anything that could be construed as such as innuendo. Olunt enjoys physical pleasures, and is well known for his love of warm baths in the hot springs near the town.
History: His necromantic talent manifested at a young age. Aiming to upstage a rival house, his parents had him trained. In his 14th year, his parents were killed by a brigands raid, leaving Olunt alone in the world. After a stint in an orphanage, he was adopted. He left for the south, certain he would find work there.
Motivation: His name or reputation has been wronged in the past by brigands, and he desires to right it; and many brigands want him driven away
Ideals: Joker, Gifted. Flaws: Hedonist. Bonds: Immigrant, Enemies. Occupation: Spy
Voice: Soft and melodious
Attributes [hide]
Medium (4'5") Dwarf, Lawful Good (CR 2)
Armor Class 10
Hit Points 24 (2d10)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 11 (+0) | 16 (+3) | 11 (+0) | 10 (+0) | 16 (+3) |
Senses Passive Perception 10
Languages Common, Dwarven
Attacks Melee +4 / 1d6+2, Ranged +2 / 1d6+0, Grapple +2
Possessions: Just what you see.
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