Alex Appleton, Male Human [Permalink]
Personal [hide]
Description: He is a paragon of his species. He is larger and stronger than most Humans. His skin is light but he possesses many black ritualistic tattoos. He wears a fancy red suit. His hair is silver, silky, and of moderate length. His green eyes dart around the room hyper actively observing anyone and anything.
Personality: Alex is a sociable creature first and foremost. He loves to listen to people at length before talking their ear off. He can carry on conversation for hours and will do so. He has a habit of throwing himself into exceedingly dangerous situations.
History: He was born in the north. A few years later when the west was not economically sound they moved to his current location. He has gone from town to town working and never settling down anywhere, but has fallen for a local Shipwright. He hasn't told them the truth, but wants to settle down with them.
Motivation: Doesn't want to be a Fisher and was forced into it by his family; and marry his sister to traveling adventurers
Ideals: Extrovert. Flaws: Impulsive. Bonds: Attractive, Immigrant, Has a crush, Family. Occupation: Fisher
Voice: High pitched, excited
Attributes [hide]
Medium (5'8") Human, Lawful Good (CR 3)
Armor Class 11
Hit Points 29 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 13 (+1) | 12 (+1) | 15 (+2) | 10 (+0) | 10 (+0) |
Senses Passive Perception 10
Languages Common, Halfling, Giant
Attacks Melee +2 / 1d8+0, Ranged +3 / 1d8+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 0 |
Possessions: 300 gp. 1 Masterwork Common Ranged Weapon. 1 Masterwork Uncommon Weapon.
Wymar Langdon, Male Human [Permalink]
Personal [hide]
Description: He stands about 6'5" and prefers to wear flannel. His right hand appears badly burned and disfigured. He has no hair. His face is feral with sharp distinguishing features. His spectacle hidden eyes are a deep green.
Personality: He is mildly Human supremacist, though he does not identify as such. Animals are drawn to him, and he is able to talk to them.
History: Sold as a small child to a necromancer, Wymar was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. His druidic abilities were realized during a raid on his village. He was recently attacked on the road and savagely beaten by bandits.
Motivation: He'd like to take his coworkers down a peg; and human compassion
Ideals: Gifted. Flaws: Ugly, Racist. Bonds: Mentor. Occupation: Navigator
Voice: Speaks with lower jaw sticking out
Attributes [hide]
Medium (6'5") Human, Neutral Good (CR 3)
Armor Class 12
Hit Points 15 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 14 (+2) | 9 (-1) | 17 (+3) | 16 (+3) | 12 (+1) |
Senses Passive Perception 13
Languages Common, Druidic, Gnome, Dwarven
Attacks Melee +1 / 1d8-1, Ranged +4 / 1d8+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 0 | 0 | 0 | 0 | 0 |
Possessions: 1900 sp.
Thomas Ramsay, Male Human [Permalink]
Personal [hide]
Description: His left thumb is blackened and bruised, but otherwise he appears quite healthy. He wears a large hat to cast shadows over his face and wears ponchos to better hide his body. He has moderate length brown hair. His otherwise smooth face is marked with small tiny scars.
Personality: He is inclined to make off color jokes and interpret anything that could be construed as such as innuendo. He uses divination through singing.
History: His druidic talent manifested at a young age. Aiming to upstage a rival house, his parents had him trained. His family was turned out during the war. He and his family wandered south to less war torn lands. Recently a tribe of gnolls attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Thomas fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: A deep hatred of gnolls; and someone believes him a fraud
Ideals: Joker, Gifted, Fighting. Flaws: PTSD. Bonds: Enemies. Occupation: Sailor
Voice: Complex vocabulary, royal
Attributes [hide]
Medium (5'6") Human, Chaotic Good (CR 6)
Armor Class 9
Hit Points 47 (6d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 9 (-1) | 16 (+3) | 10 (+0) | 7 (-2) | 8 (-1) |
Senses Passive Perception 8
Languages Common
Attacks Melee +3 / 2d6+0, Ranged +2 / 2d6-1, Grapple +0
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 9 |
Possessions: 900 gp. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Theodoric Acton, Male Human [Permalink]
Personal [hide]
Description: He wears tight fitting pants and leather jackets. He usually doesn't wear a shirt. He has relatively light skin and is very physically imposing due to his abundance of muscles. He has a very tight haircut. His brown eyes dart around the room hyper actively observing anyone and anything.
Personality: He is quite rude, and likes to deride his opponents skill and shout insults at them. He refers to his adoptive father for almost all things he is unsure about, which are numerous. He is very much still a child and has not developed a drive for self-dependency.
History: His mother raised him in a mountain cabin. When he was little, his rather wealthy family often ventured across the mountains 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 mountains due to the painful memories there. Theodoric took refuge in the large cave and found the beat up greataxe and armor he uses now. He has became unsatisfied with his lot in life, and decided to take up adventuring.
Motivation: To reunite with his old friends; and a strong sense of loyalty to human people
Flaws: Antagonistic, Racist. Bonds: Family, Nature, Adventurer. Occupation: Brewer
Voice: Aggressive tone
Attributes [hide]
Medium (5'7") Human, Chaotic Good (CR 3)
Armor Class 10
Hit Points 14 (3d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 10 (+0) | 13 (+1) | 11 (+0) | 12 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common
Attacks Melee +2 / 1d8+0, Ranged +2 / 1d8+0, Grapple +0
Possessions: Just what you see.
Everard Altham, Male Human [Permalink]
Personal [hide]
Description: Standing 5'0", this man is renowned for his bright brown suits and hats. He wears a colorful flower in his black hair. His green eyes peer out from beneath his broad brown hat.
Personality: He is a hateful person. He taunts others and blames them for his problems. He is kind towards other men and children and will generally offer men help without question. Others will generally need to prove themselves to him.
History: When he was but 6 years old his parents immigrated from the east. Since his father passed away years ago, his mother had doted on him, and he came to think her himself as special and better than other people in town. A notion that was reinforced by his attractiveness, a trait in which he easily excels the other men of his town. Recently a tribe of dire rats attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Everard fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: A deep hatred of dire rats; and many dire rats want him driven away
Ideals: Philantrophist, Fighting. Flaws: Antagonistic. Bonds: Attractive, Immigrant, Enemies. Occupation: Bricklayer
Voice: Timid voice
Attributes [hide]
Medium (5'0") Human, Lawful Good (CR 7)
Armor Class 8
Hit Points 26 (7d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 6 (-2) | 12 (+1) | 8 (-1) | 14 (+2) | 10 (+0) |
Senses Passive Perception 12
Languages Common
Attacks Melee +4 / 2d8+1, Ranged +1 / 2d8-2, Grapple +1
Possessions: 1100 gp. 1 Minor magic item.
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Their contribution stands as a beacon of hope for all adventurers!