Dustin Kimberley, Male Human [Permalink]
Personal [hide]
Description: He is a husky man, who dresses in collared shirts and wears a proper scarf over his head. He wears his white hair down. His eyes are likewise amber. His teeth are yellowed and unaligned.
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 has zero loyalty and will suck up to whomever is within range, in the hopes of being moved to a better position.
History: He comes from a rich northern family. Cursed with lycanthropy at a very young age, Dustin has worked very hard to control his curse. He was recently attacked on the road and savagely beaten by bandits.
Motivation: He has money and likes to spend it; and money/treasure
Flaws: Ugly, Insomniac, Fearful, Disease. Bonds: Rich. Occupation: Fletcher
Voice: Low and grunting
Attributes [hide]
Medium (6'1") Human, Neutral Good (CR 4)
Armor Class 8
Hit Points 15 (4d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 7 (-2) | 11 (+0) | 10 (+0) | 17 (+3) | 11 (+0) |
Senses Passive Perception 13
Languages Common
Attacks Melee +4 / 1d10+2, Ranged +0 / 1d10-2, Grapple +2
Possessions: 200 gp.
Gerald Hackney, Male Human [Permalink]
Personal [hide]
Description: This exceptionally lanky man wears a grey tunic with red highlights, and long pastel pants that bunch up around his shoes. His red hair is greying along the sides and has receded to reveal a widow's peak. This hazel eyed northerner is not easily forgotten.
Personality: He is quite rude, and likes to deride his opponents skill and shout insults at them. He claims to be unscrupulous but at the end of the day he will do what he thinks is right.
History: Born to a pair of adventurers, Gerald grew up listening to his mother's many stories. Being born in the north, he completed his medical training abroad so as to avoid the war. He returned after the war having achieved medical proficiency. He was a general practitioner in the north for years, until he, through no fault of his own, lost a patient who had a very powerful family. Rather than risk reprisal he made his way west. He has made many enemies by not giving into corruption and outing many instances of it.
Motivation: Meet up once more with his childhood friend; and obtaining odd cultural human artifacts is his passion
Ideals: Justice. Flaws: Antagonistic. Bonds: Adventurer, Family. Occupation: Miller
Voice: Sighs a lot, exhausted
Attributes [hide]
Medium (5'9") Human, Neutral Good (CR 4)
Armor Class 10
Hit Points 22 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 11 (+0) | 13 (+1) | 10 (+0) | 17 (+3) | 16 (+3) |
Senses Passive Perception 13
Languages Common
Attacks Melee +3 / 1d10+1, Ranged +2 / 1d10+0, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 0 | 0 | 0 | 0 | 0 |
Possessions: Embroidered and bejeweled glove (1000 gp). An ornate, electrum-trimmed steel scabbard worked in swirl-patterns (70 gp). Large well-done wool tapestry (100 gp). 1 Minor magic item.
Thomas Wakefield, Male Human [Permalink]
Personal [hide]
Description: With grey face paint in a stripe pattern across his face, he is wearing dark clothing and a heavy breastplate, keeping many of his physical features obscured. His black hair, when down, is lengthy. His skin is flawless and his amber eyes scan people very quickly.
Personality: He's a bit of a prankster. He knows he is clumsy and seen as such and will often feign amnesia after injury. He disdains his fellow easterners, claiming they make him look unintelligent just for using an accent.
History: Thomas was born into a poor family. Growing up, he dreamt of becoming a Rogue, 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 Rogue in service of a powerful lord somewhere. 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 left for the east, certain he would find work there.
Motivation: Obtaining odd cultural Human artifacts is his passion; and a need for knowledge about a nearby landmark
Ideals: Joker. Bonds: Attractive, Immigrant, Poor, Adventurer. Occupation: Interpreter
Voice: Nasally tone
Attributes [hide]
Medium (5'4") Human, Lawful Good (CR 3)
Armor Class 12
Hit Points 12 (3d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 15 (+2) | 11 (+0) | 12 (+1) | 10 (+0) | 10 (+0) |
Senses Passive Perception 10
Languages Common, Giant
Attacks Melee +5 / 1d8+3, Ranged +4 / 1d8+2, Grapple +3
Possessions: 600 sp. 1 Antitoxin.
Diggory Birkenhead, Male Human [Permalink]
Personal [hide]
Description: He is an average looking northern male in his early mid-life. He wears many layers of old clothing at all times. He has a long auburn beard with little hanging trinkets. His eyes are gray and he is always smoking a pipe.
Personality: Prone to second guessing himself, he comes off as nervous. Only to laugh say gotcha and shoot double pistol fingers at the fooled target.
History: Diggory hails from a village terrorized by goblins. His divine abilities were realized during a raid on his village. He remains aloof and afraid to be himself due to all the ideals others have placed upon him.
Motivation: His name or reputation has been wronged in the past by goblins, and he desires to right it; and several ex partners dislike his way of doing things and want revenge
Ideals: Joker, Gifted. Flaws: Ugly, Shy. Bonds: Poor, Enemies. Occupation: Architect
Voice: Tuts and clicks tongue
Attributes [hide]
Medium (5'8") Human, Chaotic Good (CR 7)
Armor Class 14
Hit Points 25 (7d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 18 (+4) | 12 (+1) | 11 (+0) | 11 (+0) | 8 (-1) |
Senses Passive Perception 10
Languages Common
Attacks Melee +4 / 2d8+1, Ranged +7 / 2d8+4, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 4 | 4 |
Possessions: 1200 gp. Golden yellow topaz (200 gp). Deep blue spinel (200 gp). 1 Minor magic item. 1 Minor magic item.
Trym Graeme, Male Human [Permalink]
Personal [hide]
Description: This southern man typically wears a sleeveless long coat of deep brown leather and dull tan iron scale mail. His clothes are grease stained in places. His hair is always cut to a buzz. He is very pretty but has cold, dead eyes.
Personality: He is someone who is used to having a large amount of sex appeal. He also lacks a concept of privacy and shares just about everything. As long as the job gets done he does not care how it got done.
History: His history is one of pain. He was disowned by both parents and raised among the slaves his parents kept. A few years later when the west was not economically sound they moved to his current location. He moves from town to town, unable to find a place to settle.
Motivation: He is currently in port desperately looking for someone to get him out; and he is not mentally stable, and does not behave rationally
Ideals: Professionalism. Bonds: Poor, Immigrant, Attractive, Slave. Occupation: Ploughman
Voice: High pitched and raspy
Attributes [hide]
Medium (6'2") Human, Lawful Good (CR 5)
Armor Class 12
Hit Points 27 (5d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 15 (+2) | 10 (+0) | 14 (+2) | 14 (+2) | 14 (+2) |
Senses Passive Perception 12
Languages Common, Auran, Gnome
Attacks Melee +4 / 2d4+1, Ranged +5 / 2d4+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 3 | 3 | 1 | 0 | 0 |
Possessions: Citrine (30 gp). Deep blue spinel (200 gp). Coral (50 gp).
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