Hunter Stafford, Male Human [Permalink]
Personal [hide]
Description: 5'11" and muscular, this eastern man wears grey robes with leather pauldrons. Though occasionally he wears more armor. He prefers to carry a pickaxe, but if one is not available he will default to his quarterstaff. His golden hair and beard is wavy and long. His eyes are likewise blue.
Personality: Eccentric and domineering, Hunter will drive conversation. He loves being with his children and actually smiles when they are around. He would do anything for them. He dislikes his ex a great deal.
History: The child of eastern immigrants he idolized his father. He took every job he could get his hands on, but the opportunities for Humans in the east were limited. Due to his spouse's obsession with being a Apothecary they were divorced and he won custody of their daughter. He worked as a Architect, and he later adopted a second daughter.
Motivation: Find a way to reverse the transformation of his brother; and doesn't want to be a architect and was forced into it by his family
Ideals: Athletic, Extrovert. Bonds: Family, Immigrant. Occupation: Architect
Voice: Relaxed voice
Attributes [hide]
Medium (5'11") Human, Chaotic Good (CR 3)
Armor Class 13
Hit Points 22 (3d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 16 (+3) | 8 (-1) | 14 (+2) | 10 (+0) | 17 (+3) |
Senses Passive Perception 10
Languages Common, Celestial, Draconic
Attacks Melee +3 / 1d8+1, Ranged +5 / 1d8+3, Grapple +3
Possessions: 400 gp.
Gerard Dryden, Male Human [Permalink]
Personal [hide]
Description: This man stands a little under 6'1" and is a bit bulky. He is very muscular particularly in the legs. He is well dressed, constantly wearing a green suit, blue shirt, and green tie. He keeps his long black hair kept up in a rat tail. He is baby faced.
Personality: While he acts the brute, he is far gentler than he would appear. He loves being with his children and actually smiles when they are around. He would do anything for them. He dislikes his ex a great deal.
History: Gerard was raised in a hard working conservative environment. When he was little, his rather wealthy family often ventured across the desert to a summer home near a large cave. He would wander through that large cave and adventure through it for days. One day while adventuring a terrible storm took place and he was stranded inside. His family spent the next few days looking for him, and could only assume he was dead when it came time to leave. The family never returned to the desert due to the painful memories there. Gerard took refuge in the large cave and found the beat up nunchaku and armor he uses now. He tends to his Performer job now, and dutifully fulfills any obligations he has.
Motivation: Marry his brother to traveling adventurers.
Ideals: Fighting. Bonds: Family, Job, Nature. Occupation: Performer
Voice: Slow speaker
Attributes [hide]
Medium (6'1") Human, Lawful Good (CR 9)
Armor Class 7
Hit Points 36 (9d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 5 (-3) | 10 (+0) | 18 (+4) | 12 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common, Ignan, Druidic, Aquan, Auran
Attacks Melee +3 / 3d4+0, Ranged +0 / 3d4-3, Grapple +0
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 6 | 4 | 4 |
Possessions: 2000 sp. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Tim Bentham, Male Human [Permalink]
Personal [hide]
Description: This man dresses well, wearing blue shirts, loose pants, and blazers most of the time. He is muscular with a powerful set of arms. His hair is cut close to his head. His green eyes show the wear and tear of someone lonely with a great burden to carry.
Personality: He misses his glory days as an athlete. He does not mind his job, but it is boring in comparison. He is vehemently anti-magic. All of it is evil and corrupting in his opinion.
History: He was born in the west. Because his father participated in the massacre of their homeland, dire rats burned their ranch to the ground and forced them out. He was preparing to flee to the west, but the outbreak of war prevented him and his mother from journeying west to reunite his family. He has taken up leadership of the village's small militia in response to dire rats demanding more tribute than usual.
Motivation: He wants revenge against dire rats; and wants to work out more often
Ideals: Athletic, Opinionated. Bonds: Attractive, Immigrant, Enemies. Occupation: Masseuse
Voice: German accent
Attributes [hide]
Medium (5'4") Human, Lawful Good (CR 7)
Armor Class 9
Hit Points 30 (7d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 9 (-1) | 11 (+0) | 9 (-1) | 13 (+1) | 18 (+4) |
Senses Passive Perception 11
Languages Common
Attacks Melee +4 / 2d8+1, Ranged +2 / 2d8-1, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 0 | 1 | 0 | 0 |
Possessions: 700 gp. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Gerard Beckwith, Male Human [Permalink]
Personal [hide]
Description: He is a small man, but exceptionally fit. He likes to wear brown tank tops with violet pants. He has done his best to style his silver hair to look like a famous performer. His amber eyes are desperate and heavily dilated. He has the appearance of someone under the heavy influence of drugs.
Personality: He does not believe in betrayal or weakness as things to be tolerated. His brief stint in the army gave him the idea he was invincible and that he is the toughest man alive.
History: His arcane talent manifested at a young age. Aiming to upstage a rival house, his parents had him trained. When Gerard reached his early adolescence his Human mother passed away. Feeling disconnected from the small nearby village afterwards, he decided to travel. His rounds led him into the Army with a few individuals who would become his life-long companions. He was granted arcane powers by his dying sister.
Motivation: He loathes his own lifestyle.
Ideals: Athletic, Justice, Gifted. Flaws: Addict. Bonds: Military. Occupation: Painter
Voice: Stutters
Attributes [hide]
Medium (6'6") Human, Chaotic Good (CR 6)
Armor Class 13
Hit Points 23 (6d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 17 (+3) | 11 (+0) | 16 (+3) | 9 (-1) | 16 (+3) |
Senses Passive Perception 9
Languages Common, Druidic, Aquan, Draconic
Attacks Melee +5 / 2d6+2, Ranged +6 / 2d6+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 |
Possessions: 10000 cp.
Trey Mitchell, Male Human [Permalink]
Personal [hide]
Description: A man with a cold, calculating air about him, he wears light armors faded through time and improper care. His blonde hair is lengthy. His green eyes are passionate and lively.
Personality: He believes there is no problem he cannot solve with sufficient elbow grease and persistence, if it is the best or most economic solution matters not. Energy wise he seems alert and responsive.
History: He was raised happily, as a normal child born to his father and mother. His father taught him the rudiments of the Armorer arts, while his mother instructed him in etiquette, music and courtly manner. He struck it rich when he found rare goods in large quantities. One night he noticed a nearby shooting star which he hiked out to see where it landed. It turned out to be an ancient artifact of some kind. He has done his darndest to repair it but it is currently non-functional.
Motivation: He feels kind of lost in life; and to protect his home
Ideals: Persistence, Professionalism. Flaws: Depressed. Bonds: Rich. Occupation: Armorer
Voice: Creaky witch voice
Attributes [hide]
Medium (5'0") Human, Neutral Good (CR 4)
Armor Class 12
Hit Points 27 (4d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 15 (+2) | 13 (+1) | 11 (+0) | 13 (+1) | 8 (-1) |
Senses Passive Perception 11
Languages Common
Attacks Melee +2 / 1d10+0, Ranged +4 / 1d10+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 3 | 2 |
Possessions: 600 gp. Freshwater pearl (8 gp). Golden pearl (60 gp). Red spinel (60 gp). 1 Minor magic item.
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Their contribution stands as a beacon of hope for all adventurers!