Tim Skelton, Male Human [Permalink]
Personal [hide]
Description: Standing 6'1", this man wears a black coat over a green low-cut shirt, and a Stetson hat upon his head. His hair is white and curly. His face is feral with sharp distinguishing features. His spectacle hidden eyes are a deep violet.
Personality: He will use flattery and sarcasm to attack and weaken his opponents. Despite his formidable combat skills he remains a coward. He has the money to obtain near anything and knows that if you pay a man enough he will sell his own mother. Money is his most trusted friend.
History: Tim was raised in a hard working conservative environment. A gifted student he started as a Bowyer, but he got bored and became a Mayor. He struck the Mayor job and began his own company from there.
Motivation: Obtaining odd cultural Human artifacts is his passion; and sabotage a competitor
Ideals: Fighting. Bonds: Rich, Job, Adventurer. Occupation: Mayor
Voice: Speaks with lower jaw sticking out
Attributes [hide]
Medium (6'1") Human, Neutral Good (CR 5)
Armor Class 9
Hit Points 23 (5d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 8 (-1) | 15 (+2) | 16 (+3) | 15 (+2) | 15 (+2) |
Senses Passive Perception 12
Languages Common, Ignan, Abyssal, Gnoll
Attacks Melee +5 / 2d4+2, Ranged +2 / 2d4-1, Grapple +6
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 14 | 6 | 6 | 4 | 0 | 0 | 0 | 0 |
Possessions: Just what you see.
Theodoric Hampton, Male Human [Permalink]
Personal [hide]
Description: He is an average looking western male in his early mid-life. He is typically in his Locksmith uniform. His hair is long and blonde with streaks of chestnut, and is pulled back with small yellow clips. His beard is chestnut, braided, and well cared for. His thin eyebrows rest above his beady blue eyes.
Personality: He will rave to anyone who will listen. He is obsessed with finding treasure.
History: He was born blind and as such lacked many opportunities for work. When he came of age, he joined a caravan that would eventually take him to the capital. He would practice along the way and, when he arrived, be apprenticed to a Locksmith. During his travels, Theodoric and his party rested in a cavern that was (unknown to them) infused with powerful dark magic. Upon awakening, Theodoric discovered the rest of his party dead, transformed into horrible, mindless undead versions of their former selves. Theodoric fled the cavern, stopping for breath at a small pool, and only then realizing his own horrible transformation.
Motivation: To be a Barber again; and obtaining odd cultural human artifacts is his passion
Flaws: Ugly, Insane, Disease. Bonds: Job, Adventurer. Occupation: Locksmith
Voice: Adds syll-ab-les for em-pha-sis
Attributes [hide]
Medium (5'0") Human, Lawful Good (CR 3)
Armor Class 12
Hit Points 20 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 14 (+2) | 15 (+2) | 13 (+1) | 8 (-1) | 12 (+1) |
Senses Passive Perception 9
Languages Common, Dwarven
Attacks Melee +5 / 1d8+3, Ranged +4 / 1d8+2, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 9 |
Possessions: 1100 sp. Sard (70 gp). 1 Masterwork Common Melee. 1 Masterwork Common Melee.
Balimaar Clayton, Male Human [Permalink]
Personal [hide]
Description: He is a mite stocky and wears a tattered pair of loose yellow pants, a matching torn shirt, and a visible pair of similar condition same color briefs. His hair is greying and his face has many wrinkles. His hazel eyes dart from person to person.
Personality: He is curt in most of his responses. He prefers to keep his word usage to a minimum to avoid giving away unnecessary information. Animals are drawn to him, and he is able to talk to them.
History: Balimaar was raised in a hard working conservative environment. When Balimaar 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 inherited the family business which he has now maintained for 11 years.
Motivation: He'd like to take his coworkers down a peg; and to be a shipwright again
Ideals: Gifted. Flaws: Shy. Bonds: Poor, Job, Military. Occupation: Sculptor
Voice: Rolls R's
Attributes [hide]
Medium (5'2") Human, Lawful Good (CR 3)
Armor Class 11
Hit Points 21 (3d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 13 (+1) | 16 (+3) | 15 (+2) | 16 (+3) | 8 (-1) |
Senses Passive Perception 13
Languages Common, Terran, Gnoll
Attacks Melee +1 / 1d8-1, Ranged +3 / 1d8+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 3 | 2 | 0 | 0 | 0 | 0 |
Possessions: 1 Masterwork manacles. 1 Silver holy symbol.
Aldous Kirby, Male Human [Permalink]
Personal [hide]
Description: Wearing a closed helm and plate, one would not know what he was had he not made sure his armor was more form fitting than normal. Outside of the suit he wears tight fitting clothing which further accentuates his frame. His brown hair is well kept and his bushy mustache is tapered upwards at the ends. His eyes are blue and he is always smoking a pipe.
Personality: He considers himself the perfect gentleman. He makes a point to always show proper etiquette and frequently critiques the etiquette of others. He uses divination through singing.
History: He was born to a pair of big game hunters, but was frequently ill as a child. Since his mother passed away years ago, his father 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. He was granted psionic powers by his dying sister.
Motivation: He loathes his own lifestyle; and he feels kind of lost in life
Ideals: Impeccable, Gifted. Flaws: Disease, Depressed. Bonds: Attractive. Occupation: Ploughman
Voice: Scottish accent
Attributes [hide]
Medium (6'0") Human, Neutral Good (CR 3)
Armor Class 11
Hit Points 24 (3d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 12 (+1) | 10 (+0) | 12 (+1) | 12 (+1) | 6 (-2) |
Senses Passive Perception 11
Languages Common, Auran
Attacks Melee +4 / 1d8+2, Ranged +3 / 1d8+1, Grapple +2
Possessions: 200 gp.
Drogo Ansley, Male Human [Permalink]
Personal [hide]
Description: He wears a green cloak and cross-gartered tan stockings. He is portly but not overly obese. He wears his chestnut hair up. His eyes are amber and beady.
Personality: Drogo wants to be seen as a stoic, levelheaded, noble Barbarian, so he tries to act the part. He does a good job, for the most part... He does not regard money as being a problem because it has never been a problem for him. He lives in a bit of an ivory tower believing all problems are one quick intervention away from being solved.
History: Drogo was born in the west. At a young age he loved to build and create. He was taken as a slave by a traveling circus and forced to perform He now mingles about in high society.
Motivation: He has money and likes to spend it; and money/treasure
Ideals: Disciplined, Persistence. Flaws: Ugly. Bonds: Rich, Slave. Occupation: Servant
Voice: Raspy
Attributes [hide]
Medium (5'9") Human, Neutral Good (CR 8)
Armor Class 11
Hit Points 40 (8d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
5 (-3) | 13 (+1) | 11 (+0) | 8 (-1) | 9 (-1) | 12 (+1) |
Senses Passive Perception 9
Languages Common
Attacks Melee +0 / 2d10-3, Ranged +4 / 2d10+1, Grapple +1
Possessions: 900 gp. Carved harp of exotic wood with ivory inlay and zircon gems (700 gp). Solid gold idol (700 gp). A detailed rose, with petals and thorns, constructed of silver and electrum (50 gp). Sapphire pendant on gold chain (1000 gp).
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Their contribution stands as a beacon of hope for all adventurers!
