Odo Rylan, Male Human [Permalink]
Personal [hide]
Description: An imposing man with a heavy stainless steel prosthetic left hand, he is generally well dressed albeit a few years behind the times. He has a very tight haircut. His eyes are green.
Personality: He is a jovial happy person, but he is convinced people are living their lives too quickly. He does not mind isolation but does not hate company and attempts to receive them as best as possible.
History: Odo was born with his father's beautiful face. 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. Since then, he has sought to make the best of life.
Motivation: Wants to have a good time and be beloved; and he is not mentally stable, and does not behave rationally
Ideals: Optimist, Extrovert. Flaws: Insane. Bonds: Attractive. Occupation: Cook
Voice: Old thin voice
Attributes [hide]
Medium (6'5") Human, Chaotic Good (CR 3)
Armor Class 10
Hit Points 19 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 11 (+0) | 13 (+1) | 16 (+3) | 12 (+1) | 13 (+1) |
Senses Passive Perception 13
Languages Common, Abyssal, Giant, Elven
Attacks Melee +4 / 1d8+2, Ranged +2 / 1d8+0, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 0 | 0 | 0 |
Possessions: 1300 sp.
Norman Brandon, Male Human [Permalink]
Personal [hide]
Description: This fat northern man has a bulbous nose and wears tan trousers with white and violet striped suspenders. He wears various colorful collared shirts. His skin is also unnaturally pale. He sports a long silver beard, and similarly colored long hair. He has violet eyes.
Personality: His voice, at times compared to that of a Nymph, lambasts those who consider themselves "civilized" with snide, belittling remarks; the subtle growl he speaks with growing louder in doing so, one can find it most pronounced, despite the otherwise natural purity of his tone. A true patriot, Norman would do anything for his country. He is fiercely protective of his fellow citizens and foreign allies.
History: Norman was born into a poor family. Growing up, he dreamt of becoming a Aristocrat, to bring honor to his family’s name. When he came of age, he applied for a position with his town's local guard, looking to work his way up via merit and eventually become a Aristocrat in service of a powerful lord somewhere. Norman abandoned his home at a very young age, living in the fields and plains. He survived everyday through hunting and stealing from passersby. He did whatever it took for him to survive. He is searching for what he claims is his rightful reward.
Motivation: To reunite with his old friends; and meet up once more with his childhood friend
Flaws: Ugly, Cynical. Bonds: Military, Poor, Adventurer. Occupation: Barber
Voice: Prounounces S like Z
Attributes [hide]
Medium (6'3") Human, Neutral Good (CR 4)
Armor Class 13
Hit Points 37 (4d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 16 (+3) | 17 (+3) | 9 (-1) | 14 (+2) | 12 (+1) |
Senses Passive Perception 12
Languages Common
Attacks Melee +3 / 1d10+1, Ranged +5 / 1d10+3, Grapple +3
Possessions: 200 gp. Golden pearl (90 gp). Chrysoberyl (90 gp). 1 Masterwork Common Melee. 1 Masterwork Common Melee. 1 Masterwork Common Melee.
Gunter Spalding, Male Human [Permalink]
Personal [hide]
Description: This late middle aged man wears loose pants and a collared shirt complete with sweater beneath his coat and is in decent physical shape. He has moderate length silver hair. His blue eyes dart around the room hyper actively observing anyone and anything.
Personality: He is almost excessively polite to everyone, even when angry. The war was a terrible time for him, and Gunter does not often speak of it. When he does, he does so with a strained expression and tears in his eyes.
History: Raised by wardens he was only a novice when dire rats swooped upon their monastery and killed most of the order. In his 13th year, his parents were killed by a dire rats raid, leaving Gunter 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. Gunter was horrified and prayed that his father was alright. However, he heard that his father had died fighting off the dire rats.
Motivation: His religion dominates his actions; and a deep hatred of dire rats
Flaws: Shy, Depressed. Bonds: Military, Religious, Enemies. Occupation: Merchant
Voice: Low and grunting
Attributes [hide]
Medium (6'3") Human, Chaotic Good (CR 6)
Armor Class 13
Hit Points 41 (6d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
7 (-2) | 17 (+3) | 16 (+3) | 14 (+2) | 15 (+2) | 16 (+3) |
Senses Passive Perception 12
Languages Common, Terran, Sylvan
Attacks Melee +1 / 2d6-2, Ranged +6 / 2d6+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 3 | 3 | 2 | 0 | 0 |
Possessions: 60 pp. Red garnet (90 gp). Brown-green garnet (90 gp). Amber (90 gp). Malachite (15 gp).
Bertram Kimberly, Male Human [Permalink]
Personal [hide]
Description: This man is unhealthily muscled, almost every single one of his veins is visible when he is not flexing. His shirts and pants tend to be short and undersized for him due to the difficulty of finding a good tailor. His white hair is slicked back into a classic pompadour. He has a very pronounced jaw and large eyebrows. He wears rectangular glasses with silver brims.
Personality: He's a bit of a prankster. He knows he is clumsy and seen as such and will often feign amnesia after injury. He has all his life been fascinated with painting.
History: A child with a great deal of painting talent his parents made sure he got the chance to thrive. From his teen years he was always beautiful and desirable, so people have always doted on him. He has never given up on his painting dream.
Motivation: Wants to work out more often; and he possesses a valuable artifact that the thieves guild wishes to steal
Ideals: Fighting, Athletic, Joker, Artistic. Bonds: Attractive. Occupation: Junk Dealer
Voice: Breathy voice
Attributes [hide]
Medium (5'5") Human, Chaotic Good (CR 4)
Armor Class 12
Hit Points 13 (4d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 15 (+2) | 11 (+0) | 13 (+1) | 7 (-2) | 13 (+1) |
Senses Passive Perception 8
Languages Common, Druidic
Attacks Melee +5 / 1d10+3, Ranged +4 / 1d10+2, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 4 | 3 | 2 | 0 |
Possessions: 39000 sp. 1 Minor magic item.
Drogo Lindsay, Male Human [Permalink]
Personal [hide]
Description: He wears a simple yellow robe with grey stripes complete with hood. He keeps his golden hair in a pixie cut. Judging by the bloodshot nature of his eyes and the massive bags underneath them one would imagine he has not slept for days.
Personality: His tongue was cut out and he uses sign language. He is able to fit into much smaller and tighter spaces than normal.
History: Born in the south to a Assassin, Drogo learned a great deal about his father's area of expertise. His father disappeared, and while he tried to raise money to find his father, he was betrayed dozens of times. He now owns his own business.
Motivation: His relatives are trying to arrange a marriage; and regain custody of his daughter
Ideals: Gifted. Flaws: Insomniac, Disease. Bonds: Job, Family. Occupation: Assassin
Voice: Cold and demanding tone
Attributes [hide]
Medium (5'11") Human, Chaotic Good (CR 3)
Armor Class 10
Hit Points 22 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 10 (+0) | 10 (+0) | 13 (+1) | 10 (+0) | 13 (+1) |
Senses Passive Perception 10
Languages Common, Abyssal
Attacks Melee +1 / 1d8-1, Ranged +2 / 1d8+0, Grapple +0
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 4 |
Possessions: 100 gp. Cloth of gold vestments (130 gp). Large well-done wool tapestry (600 gp). Carved harp of exotic wood with ivory inlay and zircon gems (700 gp). 1 Healer’s kit. 1 Small steel mirror. 1 Silk rope.
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Their contribution stands as a beacon of hope for all adventurers!