Trym Alby, Male Human [Permalink]
Personal [hide]
Description: He wears a yellow collared shirt and black pants. He accessorizes with a violet scarf around the waist and a strap diagonally across his shirt. His skin is fair and his fingers are delicate and long. His tied-back hair is golden. He has amber eyes and a yellow hat with a black feather.
Personality: He is a very happy person and has lots of energy. To put it simply, he's a very lovable idiot. He is motivated by money and will often try and persuade people to work for cheap. He haggles over everything, upselling his goods and buying cheap. He is persistent in everything.
History: Trym hails from a village terrorized by giants. His childhood dream was to be a Soapmaker, but he was a colossal failure. Since then, he has sought to make the best of life.
Motivation: His name or reputation has been wronged in the past by giants, and he desires to right it; and his spouse's relatives view him with great suspicion
Ideals: Optimist, Entrepeneur. Bonds: Enemies, Job, Family. Occupation: Beggar
Voice: Scratchy, weak
Attributes [hide]
Medium (6'1") Human, Lawful Good (CR 3)
Armor Class 12
Hit Points 23 (3d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 14 (+2) | 16 (+3) | 15 (+2) | 11 (+0) | 16 (+3) |
Senses Passive Perception 10
Languages Common, Draconic, Druidic
Attacks Melee +5 / 1d8+3, Ranged +4 / 1d8+2, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 3 | 1 | 0 | 0 | 0 | 0 |
Possessions: 17000 cp.
John Acton, Male Human [Permalink]
Personal [hide]
Description: 5'0" and muscular, this western man typically wears pastel cloth garments or leather armor. He has no hair. His green eyes are passionate and lively.
Personality: He loves telling others what to do and how they should feel about things. He is skeptical of what others tell him and is slow to trust.
History: Born the oldest of a large religious western family, he was no stranger to responsibility. His mother was supposedly a charlatan fortune teller, but he insists his mother was legitimate. He remains aloof and afraid to be himself due to all the ideals others have placed upon him.
Motivation: His religion dominates his actions; and he is compelled to act according to his religious beliefs
Ideals: Athletic, Opinionated. Flaws: Ugly, Shy. Bonds: Religious. Occupation: Dilettante
Voice: Smooth and feminine
Attributes [hide]
Medium (5'0") Human, Chaotic Good (CR 6)
Armor Class 9
Hit Points 23 (6d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
6 (-2) | 9 (-1) | 8 (-1) | 15 (+2) | 16 (+3) | 13 (+1) |
Senses Passive Perception 13
Languages Common, Ignan, Gnoll
Attacks Melee +1 / 2d6-2, Ranged +2 / 2d6-1, Grapple -1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 14 | 5 | 3 | 3 | 2 | 0 | 0 | 0 |
Possessions: 20000 cp. Solid gold idol (600 gp). Sapphire pendant on gold chain (1300 gp). Cloth of gold vestments (150 gp).
Diggory Gracey, Male Human [Permalink]
Personal [hide]
Description: He is an average looking southern male in his early mid-life. He dresses like a well dressed Locksmith does. Sporting a golden mohawk and bushy mustache this man's hair draws a lot of attention. This gray eyed southerner is not easily forgotten.
Personality: He is witty, but his monotone delivery comes off as unnerving He invented a lineage for himself and claims to be descended from several legendary heroes.
History: Diggory was born into a poor family. Growing up, he dreamt of becoming a Ranger, to bring honor to his family’s name. When he came of age, he applied for a position with his town's local guard, looking to work his way up via merit and eventually become a Ranger in service of a powerful lord somewhere. While he appears to be a normal Human, he's... not quite right. Perhaps he's slightly insane, or otherwise so mentally alien to the rest of the world that he plain doesn't fit in. He ran away from his former home and has been making his living as a Locksmith for the past few years.
Motivation: To reunite with his old friends; and he is unsatisfied with his job
Ideals: Joker. Flaws: Insane. Bonds: Job, Adventurer, Poor. Occupation: Locksmith
Voice: Relaxed voice
Attributes [hide]
Medium (5'9") Human, Lawful Good (CR 5)
Armor Class 10
Hit Points 34 (5d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 11 (+0) | 13 (+1) | 14 (+2) | 13 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common, Auran, Celestial
Attacks Melee +3 / 2d4+0, Ranged +3 / 2d4+0, Grapple +0
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 0 | 0 | 0 | 0 |
Possessions: 300 gp. 1 Minor magic item. 1 Minor magic item.
Gilbert Shelly, Male Human [Permalink]
Personal [hide]
Description: He is wearing a perfectly clean shirt and pair of pants. His attire stands in sharp contrast to his kukri, which is beautifully polished and possesses an ornate carving of a rose on it. His brown hair is kept up in a ponytail inside a deerstalker hat. His gray eyes dart around the room hyper actively observing anyone and anything.
Personality: He swings through moods quickly. One moment he is cool and collected, the next he is carried away by passions. 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: Gilbert was born with his mother's beautiful face. He graduated from the Naval Academy and went to see the world at the rank of Ensign. He advanced relatively quickly due to his good work ethic, understanding of the chain of command, and natural leadership ability. He became a plane-shifter, and is stopping over on this plane for a brief visit.
Motivation: He has a rivalry with the Church that dominates his actions; and he is greedy
Ideals: Passionate. Bonds: Attractive, Rich, Military, Adventurer, Religious. Occupation: Fortune-teller
Voice: Dark and ominous
Attributes [hide]
Medium (6'4") Human, Chaotic Good (CR 3)
Armor Class 11
Hit Points 17 (3d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 12 (+1) | 11 (+0) | 14 (+2) | 11 (+0) | 13 (+1) |
Senses Passive Perception 10
Languages Common, Orc, Goblin
Attacks Melee +2 / 1d8+0, Ranged +3 / 1d8+1, Grapple +1
Possessions: 10000 cp.
Dustin Barclay, Male Human [Permalink]
Personal [hide]
Description: 5'3" and muscular, this western man typically wears a sleeveless long coat of deep black leather and dull yellow iron scale mail. His golden hair is braided into rings. His voice is smooth and creepy, always level, but somehow just slightly unnerving.
Personality: He has a massive crush on the younger sibling of the Hunter who has hired him part-time. He spends most of his days drinking in the Inn, the rowdiest and most dangerous establishment in town. There he gambles, wrestles and listens to stories told by travelers.
History: He was born blind and as such lacked many opportunities for work. Dustin abandoned his home at a very young age, living in the fields and plains. He survived everyday through hunting and stealing from passersby. He did whatever it took for him to survive. When he grew older, he became a bit more civilized, usually hanging around bars and taverns. He began work as a mercenary for hire. He would embark on any mission as long as the price was right.
Motivation: Wants a kiss; and meet up once more with his childhood friend
Ideals: Athletic. Flaws: Insane, Disease. Bonds: Has a crush, Adventurer. Occupation: Hunter
Voice: Speaks with lips pursed
Attributes [hide]
Medium (5'3") Human, Neutral Good (CR 5)
Armor Class 12
Hit Points 20 (5d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 15 (+2) | 11 (+0) | 10 (+0) | 12 (+1) | 15 (+2) |
Senses Passive Perception 11
Languages Common
Attacks Melee +4 / 2d4+1, Ranged +5 / 2d4+2, Grapple +2
Possessions: 40000 cp. 1 Minor magic item.
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Their contribution stands as a beacon of hope for all adventurers!
