Tim Kelsey, Male Human [Permalink]
Personal [hide]
Description: Wearing a closed helm and plate, one would not know what he was had he not made sure his armor was more form fitting than normal. Outside of the suit he wears clothing that is held on in multiple layers but all of it is in poor condition. His golden hair is lengthy. His voice is smooth and creepy, always level, but somehow just slightly unnerving.
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. Further he is a bit of a stoner and is frequently out of it.
History: Born to a poor family in the city he treasured whatever gifts he got. When money was particularly tight he was walking through alleys when he overheard a Roofer hiring some criminals to sabotage a competitor. He made his way to the other competitor and parlayed his knowledge into a job. He hasn't been sleeping well lately.
Motivation: He is not mentally stable, and does not behave rationally.
Flaws: Insane, Insomniac, Addict. Bonds: Poor. Occupation: Roofer
Voice: Can't modulate volume
Attributes [hide]
Medium (6'2") Human, Chaotic Good (CR 3)
Armor Class 10
Hit Points 24 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 11 (+0) | 14 (+2) | 15 (+2) | 10 (+0) | 8 (-1) |
Senses Passive Perception 12
Languages Common, Goblin, Halfling
Attacks Melee +4 / 1d8+2, Ranged +2 / 1d8+0, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 4 |
Possessions: 100 gp.
Kyle Acton, Male Human [Permalink]
Personal [hide]
Description: He is a mite stocky and wears dull brown sweaters, loose black pants, and alligator leather shoes. Beneath his sweater he keeps a concealed halberd, just in case. He has done his best to style his white hair to look like a famous performer. He wears crescent spectacles with a black brim.
Personality: Kyle hangs on like a leech to those who appreciate him. It was this clingy personality that held back his singing career. Kyle enjoys physical pleasures, and is well known for his love of warm baths in the hot springs near the town.
History: He was born in a small island village. He found a children's book about a Human Rogue who fought for good and justice and never realised it was just a child's story. He modeled his life after the story, seeing himself destined a hero. He became a plane-shifter, and is stopping over on this plane for a brief visit.
Motivation: To reunite with his absent father; and meet up once more with his childhood friend
Ideals: Artistic. Flaws: Hedonist. Bonds: Nature, Adventurer, Family. Occupation: Glassblower
Voice: Complex vocabulary, royal
Attributes [hide]
Medium (6'2") Human, Lawful Good (CR 4)
Armor Class 11
Hit Points 21 (4d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 12 (+1) | 10 (+0) | 11 (+0) | 18 (+4) | 15 (+2) |
Senses Passive Perception 14
Languages Common
Attacks Melee +2 / 1d10+0, Ranged +3 / 1d10+1, Grapple +6
Possessions: Just what you see.
Godfrey Garfield, Male Human [Permalink]
Personal [hide]
Description: He is constantly adorned with expensive silk clothing, often dyed in bright tan and pastel, and wears rings and necklaces with large, colorful gems. He has relatively dark skin and is very physically imposing due to his abundance of muscles. His brown hair is slicked back into a classic pompadour. He is missing an eye and his face is severely sunburned. His one remaining eye shines violet.
Personality: He trusts no one. He is not readily capable for forgiveness and his ire never leaves him. A true patriot, Godfrey would do anything for his country. He is fiercely protective of his fellow citizens and foreign allies.
History: He was born several months after his mother was called into army service. In his 14th year, while out on a day-trip, he returned to find his hometown burning and destroyed. He found his mother impaled in their home, and his father 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 became a plane-shifter, and is stopping over on this plane for a brief visit.
Motivation: He feels threatened by others; and he has passion for adventuring and risk
Flaws: Ugly, Antagonistic, Fearful. Bonds: Rich, Military, Adventurer. Occupation: Barrister
Voice: Cold and demanding tone
Attributes [hide]
Medium (6'1") Human, Neutral Good (CR 7)
Armor Class 14
Hit Points 43 (7d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 18 (+4) | 12 (+1) | 11 (+0) | 9 (-1) | 16 (+3) |
Senses Passive Perception 12
Languages Common
Attacks Melee +2 / 2d8-1, Ranged +7 / 2d8+4, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 |
Possessions: 200 gp. Peridot (20 gp). 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Everard Holton, Male Human [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 suspenders and green workpants. His shirt is red, and he wears a heavy green leather apron most of the time. His blonde hair is styled in orderly dreadlocks. He has a tattooed face.
Personality: Overbrimming with self-confidence, Everard isn't afraid of most anything. He has a strong dislike to people who do not believe in Human unity. He is underhanded and not above using his wealth and body to get others to do his bidding.
History: Everard was born into a poor family. Growing up, he dreamt of becoming a Wizard, 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 Wizard in service of a powerful lord somewhere. His father was very strict, and drilled into him lessons on being the perfect gentleman. He moves from town to town, unable to find a place to settle.
Motivation: Obtaining odd cultural Human artifacts is his passion.
Ideals: Impeccable. Bonds: Immigrant, Attractive, Poor, Adventurer. Occupation: Bookbinder
Voice: Spits words with contempt
Attributes [hide]
Medium (6'1") Human, Neutral Good (CR 6)
Armor Class 9
Hit Points 18 (6d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
5 (-3) | 9 (-1) | 10 (+0) | 13 (+1) | 11 (+0) | 15 (+2) |
Senses Passive Perception 10
Languages Common, Orc
Attacks Melee +0 / 2d6-3, Ranged +2 / 2d6-1, Grapple -1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 4 | 3 | 3 | 2 |
Possessions: 120 pp.
Richard Kitchur, Male Human [Permalink]
Personal [hide]
Description: Standing 6'2", this man is renowned for his bright blue suits and hats. He wears a broad hat to hide his balding. His face is covered beneath a completely black helmet.
Personality: He can speak with the dead, and doesn't see much difference between the living and dead. He is a logical person and will generally grow upset if things defy logic and science.
History: Richard 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. A serious injury left his father unemployed and in need of constant care. His family became saddled with debt trying to care for his infirm father. He was granted necromantic powers by his dying sister.
Motivation: To get a good night's sleep; and to share knowledge with the world
Ideals: Gifted, Logical. Flaws: Insomniac. Bonds: Poor, Debt. Occupation: Junk Dealer
Voice: High pitched and raspy
Attributes [hide]
Medium (6'2") Human, Neutral Good (CR 7)
Armor Class 13
Hit Points 40 (7d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 16 (+3) | 13 (+1) | 13 (+1) | 9 (-1) | 16 (+3) |
Senses Passive Perception 9
Languages Common, Orc
Attacks Melee +4 / 2d8+1, Ranged +6 / 2d8+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 |
Possessions: 800 gp. Blue quartz (10 gp). Freshwater pearl (10 gp). Smoky quartz (40 gp). Fiery yellow corundum (900 gp).
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Their contribution stands as a beacon of hope for all adventurers!
