Bertram Law, Male Human [Permalink]
Personal [hide]
Description: A man with thick toned arms and a paunchy gut. He wears tight fitting pants and leather jackets. He usually doesn't wear a shirt. He wears his hair in dreadlocks. His amber eyes peer out from beneath his deerstalker violet hat.
Personality: Quiet and reserved he prefers to listen than to talk. He will nod occasionally and communicate nonverbally. He also has developed a complete distrust of the Stableman profession.
History: He was born in the north. He found a children's book about a Human Commoner 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 then took over the family business and is one of the better Apothecary for hire.
Motivation: He is compelled to act according to his religious beliefs; and sabotage a competitor
Ideals: Athletic. Flaws: Shy. Bonds: Job, Immigrant, Adventurer, Religious. Occupation: Apothecary
Voice: Hard of hearing, loud
Attributes [hide]
Medium (6'1") Human, Neutral Good (CR 4)
Armor Class 11
Hit Points 6 (4d4)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 9 (-1) | 12 (+1) | 8 (-1) | 16 (+3) | 16 (+3) | 9 (-1) |
Senses Passive Perception 13
Languages Common, Infernal, Goblin, Giant
Attacks Melee +1 / 1d10-1, Ranged +3 / 1d10+1, Grapple +1
Possessions: 100 gp. Silver comb with moonstones (400 gp). Jeweled anklet (1000 gp). Gold dragon comb with red garnet eye (1100 gp). 1 Superior lock.
Hugh York, Male Human [Permalink]
Personal [hide]
Description: A man with a cold, calculating air about him, he wears loose pants and a collared shirt complete with sweater beneath his coat. His hair is brown and curly. His otherwise smooth face is marked with small tiny scars.
Personality: He loves justice and goodness and right action. Anyone who does not fulfill this criteria perfectly will no doubt get a lecture from him. He is the most sanctimonious self-righteous Human in existence. His respect, as difficult as one would find it to earn, is unwavering; those who more than prove themselves to him, a bar set well above any reasonable standard, he tolerates in varying degrees. Though less modest and more hasty in his reactions to snap at those who irritate him, Hugh is combative with any and all who dare try his patience in the slightest.
History: He was raised happily, as a normal child born to his father and mother. His father taught him the rudiments of the Blacksmith arts, while his mother instructed him in etiquette, music and courtly manner. Ostracized due to the necromantic powers of his oldest brother, he and his siblings struck out on their own. In the process these unassuming Humans became a terror of the countryside. He has built up a small fortune and can afford his own way.
Motivation: To unite with his brother; and doesn't want to be a blacksmith and was forced into it by his family
Ideals: Justice, Gifted. Bonds: Rich, Family. Occupation: Blacksmith
Voice: Hollow voice
Attributes [hide]
Medium (5'3") Human, Lawful Good (CR 6)
Armor Class 10
Hit Points 56 (6d12)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 10 (+0) | 11 (+0) | 16 (+3) | 15 (+2) | 16 (+3) |
Senses Passive Perception 12
Languages Common, Dwarven, Auran, Goblin
Attacks Melee +5 / 2d6+2, Ranged +3 / 2d6+0, Grapple +2
Possessions: 1000 gp.
Gerald Badger, Male Human [Permalink]
Personal [hide]
Description: 6'2" and lanky with angular features, he is an attractive figure. He wears green trousers with red and yellow striped suspenders. He wears various colorful collared shirts. He keeps his long red hair kept up in a rat tail. Judging by the bloodshot nature of his eyes and the massive bags underneath them one would imagine he has not slept for days.
Personality: He is happy with his job as a Locksmith. He turns his eye from what people do, preferring to live and let live. He is afraid of women and trembles around them
History: Trained by his father for as long as he can remember he had it drilled in his head that it was his duty to serve his country. Like his father and his sister before him, after school he went straight into learning to become a Locksmith. He struck the Locksmith job and began his own company from there.
Motivation: He is unsatisfied with his job; and to be a navigator again
Flaws: Insomniac, Shy. Bonds: Attractive, Job, Military. Occupation: Locksmith
Voice: Uses lots of figures of speech
Attributes [hide]
Medium (6'2") Human, Neutral Good (CR 5)
Armor Class 12
Hit Points 32 (5d8)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 14 (+2) | 10 (+0) | 11 (+0) | 9 (-1) | 16 (+3) |
Senses Passive Perception 16
Languages Common
Attacks Melee +4 / 2d4+1, Ranged +5 / 2d4+2, Grapple +2
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 10 |
Possessions: 30000 cp. 2 Smokesticks. 1 Everburning torch. 1 Everburning torch. 2 Tanglefoot bags.
Gomory Snowdon, Male Human [Permalink]
Personal [hide]
Description: Dark and lean, he is a relatively plain man. He wears long strands of jet and short blue dresses (or suits) accompanied by the proper stockings and shoes, with gloves of varying lengths. His long black hair reaches down to his waist. He tend to wears goggles to shield his eyes.
Personality: A grumpy guy he will invite people to lunch so he can critique them. Yet he still seems generally likeable, like a lovable grump. He refers to his adoptive mother 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: He was born in a small desert village. His mother took him hunting and taught him how to get in the mind of other creatures. He has since lost track of the people in his past.
Motivation: Regain custody of his daughter; and wants to raise his children well
Ideals: Philantrophist. Flaws: Antagonistic. Bonds: Rich, Family, Nature. Occupation: Scribe
Voice: Speaks through clenched teeth
Attributes [hide]
Medium (5'9") Human, Chaotic Good (CR 4)
Armor Class 8
Hit Points 24 (4d6)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 7 (-2) | 12 (+1) | 13 (+1) | 12 (+1) | 8 (-1) |
Senses Passive Perception 11
Languages Common, Abyssal
Attacks Melee +2 / 1d10+0, Ranged +0 / 1d10-2, Grapple +3
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 11 | 3 | 2 | 0 | 0 |
Possessions: 600 gp. 1 Minor magic item.
Ralf Alby, Male Human [Permalink]
Personal [hide]
Description: His skin is bronze and flawless. He wears a faded coat and loose pants complete with feathered hat. He is an epitome of beauty. His hair is greying and his face has many wrinkles. His voice is smooth and creepy, always level, but somehow just slightly unnerving.
Personality: He loves justice and goodness and right action. Anyone who does not fulfill this criteria perfectly will no doubt get a lecture from him. He is the most sanctimonious self-righteous Human in existence. His respect, as difficult as one would find it to earn, is unwavering; those who more than prove themselves to him, a bar set well above any reasonable standard, he tolerates in varying degrees. Though less modest and more hasty in his reactions to snap at those who irritate him, Ralf is combative with any and all who dare try his patience in the slightest.
History: He got into the Barber business at a young age. While he appears to be a normal Human, he's... not quite right. Perhaps he's slightly insane, or otherwise so mentally alien to the rest of the world that he plain doesn't fit in. He has drifted from career to career and currently works as a Barber.
Motivation: Wants to open a new tavern; and further expansion of business
Ideals: Justice. Flaws: Insane, Depressed. Bonds: Attractive, Job. Occupation: Barber
Voice: Adds syll-ab-les for em-pha-sis
Attributes [hide]
Medium (5'8") Human, Neutral Good (CR 3)
Armor Class 11
Hit Points 17 (3d8)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 13 (+1) | 13 (+1) | 11 (+0) | 8 (-1) | 12 (+1) |
Senses Passive Perception 9
Languages Common
Attacks Melee +2 / 1d8+0, Ranged +3 / 1d8+1, Grapple +1
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 9 |
Possessions: Just what you see.
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