Cory Weston, Male Human [Permalink]
Personal [hide]
Description: A hulking man with gigantic muscles, he wears tan painted combat armor at almost all times. His hair is auburn and curly. His gray eyes lackadaisically let the world flow into them.
Personality: He has schizophrenia that causes him to hear things that aren't there and will sometimes respond to them. He is obsessed with a lost civilization.
History: Trained by his mother for as long as he can remember he had it drilled in his head that it was his duty to serve his country. He was an adventurer many years ago and he formed a blood bond with his Human companion (his 'brother'). He has gone from town to town working and never settling down anywhere, but has fallen for a local Fisher. He hasn't told them the truth, but wants to settle down with them.
Motivation: Wants his loneliness to end; and he has a crush on the local fisher
Flaws: Disease. Bonds: Adventurer, Military, Has a crush. Occupation: Soapmaker
Voice: growls and snarls, animalistic
Attributes [hide]
Medium (5'10") Human, Lawful Good (CR 5)
Armor Class 12
Hit Points 29 (5d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 15 (+2) | 15 (+2) | 7 (-2) | 8 (-1) | 11 (+0) |
Senses Passive Perception 9
Languages Common
Attacks Melee +5 / 2d4+2, Ranged +5 / 2d4+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 |
Possessions: 100 gp. 1 Minor magic item. 1 Minor magic item.
Anselm Myerscough, Male Human [Permalink]
Personal [hide]
Description: He has a missing right leg. He wears a brown shirt with thin tan vertical stripes and blue pants. With bright red hair and a scraggly beard. He has a tattooed face.
Personality: Here is a man who knows he is the smartest in the room. He talks down to others constantly. He is always in debt, since he spends his money on lavish parties and gifts for friends
History: Raised by wardens he was only a novice when dire rats swooped upon their monastery and killed most of the order. In his 14th year, his parents were killed by a dire rats raid, leaving Anselm alone in the world. After a stint in an orphanage, he was adopted. Days after completing his studies, news broke out that his hometown was attacked by dire rats. Anselm was horrified and prayed that his mother was alright. However, he heard that his mother had died fighting off the dire rats.
Motivation: He has a rivalry with the Church that dominates his actions.
Ideals: Impeccable. Flaws: Impulsive. Bonds: Religious, Enemies. Occupation: Locksmith
Voice: Complex vocabulary, royal
Attributes [hide]
Medium (6'5") Human, Lawful Good (CR 4)
Armor Class 10
Hit Points 34 (4d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 10 (+0) | 12 (+1) | 14 (+2) | 13 (+1) | 10 (+0) |
Senses Passive Perception 11
Languages Common, Halfling, Abyssal
Attacks Melee +3 / 1d10+1, Ranged +2 / 1d10+0, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 3 | 2 | 2 | 0 | 0 |
Possessions: 200 gp. Deep blue spinel (300 gp). Rock crystal (60 gp).
Geoffrey Wheatley, Male Human [Permalink]
Personal [hide]
Description: A man with a calm yet intense air about him, he wears a suit in poor condition. It has not been laundered in sometime and has been worn in activities one would not normally wear a suit during. His hair is golden and curly. He is baby faced.
Personality: He is unhospitable to his core. His small house has "No trespassing" Signs all over it. Animals are drawn to him, and he is able to talk to them.
History: The child of a Knight, who enjoyed hunting, Geoffrey was taken on many hunting expeditions. From his teen years he was always beautiful and desirable, so people have always doted on him. He was granted divine powers by his dying brother.
Motivation: To reunite with his old friends.
Ideals: Gifted. Flaws: Antagonistic. Bonds: Adventurer, Nature, Attractive. Occupation: Map Maker
Voice: Scottish accent
Attributes [hide]
Medium (6'6") Human, Lawful Good (CR 8)
Armor Class 10
Hit Points 14 (8d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 10 (+0) | 5 (-3) | 14 (+2) | 13 (+1) | 16 (+3) |
Senses Passive Perception 11
Languages Common, Gnoll, Infernal
Attacks Melee +3 / 2d10+0, Ranged +3 / 2d10+0, Grapple +0
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 3 | 3 | 3 | 1 | 0 |
Possessions: 140 pp.
Gunter Kent, Male Human [Permalink]
Personal [hide]
Description: A stocky darker skinned man, he tends to wear a blue poncho over his likewise colored trousers and shirt. His hair, while still mostly golden, has prominent grey streaks. His hazel unseeing eyes seem to look past you.
Personality: Deceptive and manipulative this southern guy figured out how to best use his charms to convince people to do what he wants. He is skeptical of what others tell him and is slow to trust.
History: He served in the navy to pay for his family's outstanding loans. He moved from fad to fad and when he turned 15 he discovered painting. He remains aloof and afraid to be himself due to all the ideals others have placed upon him.
Motivation: He wants nothing more than to rejoin the army; and obtaining odd cultural human artifacts is his passion
Ideals: Artistic. Flaws: Disease, Shy. Bonds: Attractive, Military. Occupation: Barber
Voice: Voice breaks
Attributes [hide]
Medium (6'0") Human, Neutral Good (CR 7)
Armor Class 10
Hit Points 53 (7d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 11 (+0) | 12 (+1) | 15 (+2) | 12 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common, Draconic, Druidic
Attacks Melee +4 / 2d8+1, Ranged +3 / 2d8+0, Grapple +1
Possessions: Just what you see.
Gunter Denholm, Male Human [Permalink]
Personal [hide]
Description: This man stands a little under 5'7" and is a bit bulky. He is very muscular particularly in the legs. He wears bulky white painted plate armor. He wears his chestnut hair up in a very large beehive style do. His brown eyes are slightly larger than normal.
Personality: He trusts no one. He is not readily capable for forgiveness and his ire never leaves him. Flattery will make him almost putty in your hands.
History: Gifted from a young age, Gunter studied abroad. When Gunter reached his early adolescence his Human father 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 betrayed by a partner and left for dead, teaching him a humbling lesson in trusting others.
Motivation: To fight the greatest warriors and to fight in the greatest battles ever; and he wants nothing more than to rejoin the army
Ideals: Gifted, Fighting. Flaws: Antagonistic, Selfish. Bonds: Military. Occupation: Roofer
Voice: Smoker's lung
Attributes [hide]
Medium (5'7") Human, Chaotic Good (CR 3)
Armor Class 11
Hit Points 14 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
7 (-2) | 12 (+1) | 12 (+1) | 11 (+0) | 11 (+0) | 9 (-1) |
Senses Passive Perception 10
Languages Common
Attacks Melee +0 / 1d8-2, Ranged +3 / 1d8+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 4 | 2 |
Possessions: Coral (40 gp). Chrysoberyl (40 gp).
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