Lewis Law, Male Human [Permalink]
Personal [hide]
Description: A plain young-adult man, he typically wears tan cloth garments or leather armor. His chestnut hair has been sun bleached extensively. His eyes are a pleasant hazel.
Personality: Confrontational and typically high on some drug or another. He uses divination through singing.
History: His psionic talent manifested at a young age. Aiming to upstage a rival house, his parents had him trained. He has chosen to use the inheritance that was left to him frivolously. Unlike his family, who was content to work in a sleepy main town, he wanted to work in the city. He has been working here for the past few years.
Motivation: He's in love; and he seems to be bored by most things
Ideals: Gifted. Flaws: Addict, Mundane. Bonds: Rich, Has a crush. Occupation: Unemployed
Voice: High pitched, excited
Attributes [hide]
Medium (5'10") Human, Neutral Good (CR 5)
Armor Class 12
Hit Points 48 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 15 (+2) | 14 (+2) | 11 (+0) | 8 (-1) | 14 (+2) |
Senses Passive Perception 12
Languages Common
Attacks Melee +7 / 2d4+4, Ranged +5 / 2d4+2, Grapple +4
Possessions: 40000 cp.
Miles Moreno, Male Human [Permalink]
Personal [hide]
Description: This man wears a grey coat over a black low-cut shirt, and a Stetson hat upon his head, and sports empty pouches on his belt. He wears a Stetson hat to cover his moderate length black hair. His eyes are likewise blue.
Personality: He is a very philanthropic person; he spends his free time working at various soup kitchens. He is motivated by money and will often try and persuade people to work for cheap. He haggles over everything, upselling his goods and buying cheap. He is persistent in everything.
History: The child of eastern immigrants he idolized his father. He was a friend to animals and a trickster. In his defense of animals however he would do severe harm to people. He bought a flail and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: He made a deal with a demon which lead to his current lot in life, and he's becoming increasingly nervous about it; and to pay off his debts
Ideals: Philantrophist, Entrepeneur. Bonds: Immigrant, Nature, Debt. Occupation: Fisher
Voice: Scottish accent
Attributes [hide]
Medium (5'10") Human, Neutral Good (CR 4)
Armor Class 12
Hit Points 22 (4d8)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 15 (+2) | 15 (+2) | 15 (+2) | 10 (+0) | 11 (+0) |
Senses Passive Perception 10
Languages Common, Gnoll, Orc
Attacks Melee +3 / 1d10+1, Ranged +4 / 1d10+2, Grapple +2
Possessions: 20 pp. 1 Minor magic item.
Gunter Altham, Male Human [Permalink]
Personal [hide]
Description: A moderately attractive man, he is well dressed, but even with his fine clothing he looks run-down. His brown hair is kept up in a ponytail inside a Stetson hat. His eyes are likewise amber. His teeth are white and perfect.
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. His home and work are filled with various knick knacks he has acquired through the years. He cares a great deal for his adopted teenage son.
History: The child of a Barkeep, who enjoyed hunting, Gunter was taken on many hunting expeditions. When he was little, his rather wealthy family often ventured across the mountains to a summer home near a ruined castle. He would wander through that ruined castle 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. Gunter took refuge in the ruined castle and found the beat up bastard sword and armor he uses now. He became a Animal Trainer soon after.
Motivation: Balancing his hectic life and new Animal Trainer responsibilities is difficult; and doesn't want to be a animal trainer and was forced into it by his family
Flaws: Cynical. Bonds: Attractive, Family, Nature, Job. Occupation: Animal Trainer
Voice: High pitched and raspy
Attributes [hide]
Medium (6'4") Human, Chaotic Good (CR 6)
Armor Class 11
Hit Points 33 (6d8)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 7 (-2) | 13 (+1) | 12 (+1) | 14 (+2) | 11 (+0) | 19 (+4) |
Senses Passive Perception 10
Languages Common, Aquan, Celestial
Attacks Melee +1 / 2d6-2, Ranged +4 / 2d6+1, Grapple +7
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 13 | 3 | 2 | 2 | 2 | 0 |
Possessions: Citrine (50 gp).
Adam Kinsley, Male Human [Permalink]
Personal [hide]
Description: This man is bedraggled and starved. He wears tight fighting clothing, which leaves very little to the imagination. His white hair is cut short. His gray eyes peer out from beneath his deerstalker blue hat.
Personality: He is a melancholic, but persistent worker. He resents family life and as such spurns the advances of admirers. He is however nostalgic and wants to reunite with his old comrades. He has some compunction and patriotism and will work for the government before all other clients.
History: Born to a pair of adventurers, Adam grew up listening to his father's many stories. Adam 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. Recently a tribe of goblins attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Adam fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: He's looking for his big break; and he desires power and/or immortality
Ideals: Fighting. Flaws: Depressed. Bonds: Poor, Adventurer, Religious. Occupation: Herbalist
Voice: Pirate accent
Attributes [hide]
Medium (5'2") Human, Lawful Good (CR 4)
Armor Class 12
Hit Points 11 (4d4)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 15 (+2) | 11 (+0) | 9 (-1) | 14 (+2) | 8 (-1) |
Senses Passive Perception 12
Languages Common
Attacks Melee +5 / 1d10+3, Ranged +4 / 1d10+2, Grapple +4
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 9 |
Possessions: 8000 cp. Carved harp of exotic wood with ivory inlay and zircon gems (600 gp). Silver comb with moonstones (800 gp). Carved harp of exotic wood with ivory inlay and zircon gems (600 gp). 1 Minor magic item.
Rolf Wilberforce, Male Human [Permalink]
Personal [hide]
Description: He is constantly adorned with expensive silk clothing, often dyed in bright tan and black, and wears rings and necklaces with large, colorful gems. His auburn hair is styled in orderly dreadlocks. His hazel eyes peer out from beneath his top tan hat.
Personality: He likes to fabricate stories about his past exploits and how crazy he is, but in actuality he is rather bland. He takes great joy in being the best Ploughman in town.
History: He got into the Ploughman business at a young age. He dropped out of school before completing his studies. Since then, he has sought to make the best of life.
Motivation: To protect his home; and he is unsatisfied with his job
Ideals: Logical, Optimist. Flaws: Mundane. Bonds: Rich, Job, Guardian. Occupation: Ploughman
Voice: Eastern European accent
Attributes [hide]
Medium (5'4") Human, Chaotic Good (CR 6)
Armor Class 8
Hit Points 22 (6d4)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 7 (-2) | 13 (+1) | 7 (-2) | 10 (+0) | 15 (+2) |
Senses Passive Perception 10
Languages Common
Attacks Melee +6 / 2d6+3, Ranged +1 / 2d6-2, Grapple +3
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 9 |
Possessions: 600 gp. Fire opal pendant on a fine gold chain (1300 gp). Embroidered and bejeweled glove (2000 gp).
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Their contribution stands as a beacon of hope for all adventurers!


