Robert Huxley, Male Human [Permalink]
Personal [hide]
Description: He wears a blue vest and prefers black and yellow shirts. His boots appear to have been at one point steel toed but are quite worn down. His hair is long and black with streaks of white, and is pulled back with small blue clips. His beard is white, braided, and well cared for. His eyes are a pleasant brown.
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. To his fellows he is seen as friendly and intelligent, but is angry and unforgiving to the so called fatcats and any who do and have associated with them.
History: Sold as a small child to a necromancer, Robert was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. His parents divorced when he was young, and his father gained full cudstody. He was regularly beaten by his father, who blamed him for driving them apart. After a long history of fighting, Robert and his spouse have recently divorced.
Motivation: He wants revenge against orcs; and someone believes him a fraud
Ideals: Philantrophist. Flaws: Ugly, Antagonistic. Bonds: Enemies, Mentor. Occupation: Locksmith
Voice: pre-pubescent
Attributes [hide]
Medium (5'0") Human, Lawful Good (CR 3)
Armor Class 11
Hit Points 22 (3d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 13 (+1) | 11 (+0) | 16 (+3) | 15 (+2) | 12 (+1) |
Senses Passive Perception 12
Languages Common, Giant, Orc, Sylvan
Attacks Melee +4 / 1d8+2, Ranged +3 / 1d8+1, Grapple +2
Possessions: 30 pp. Jasper (40 gp). 1 Masterwork Common Melee.
Jocelyn Beitz, Male Human [Permalink]
Personal [hide]
Description: A man with a calm yet intense air about him, he wears light armors faded through time and improper care. With bright chestnut hair and a scraggly beard. His green eyes dart around the room hyper actively observing anyone and anything.
Personality: He is cool and collected. He likes to make quips and puns whenever he does anything. He also makes a point to compliment his superiors and flatter them. He loves being with his children and actually smiles when they are around. He would do anything for them. He dislikes his ex a great deal.
History: His history is one of pain. He was disowned by both parents and raised among the slaves his parents kept. He graduated from the Naval Academy and went to see the world at the rank of Ensign. He advanced relatively quickly due to his good work ethic, understanding of the chain of command, and natural leadership ability. Due to his spouse's obsession with being a Actor they were divorced and he won custody of their daughter. He worked as a Shipwright, and he later adopted a second daughter.
Motivation: Find a way to reverse the transformation of his sister.
Ideals: Disciplined. Bonds: Family, Slave, Military. Occupation: Shipwright
Voice: growls and snarls, animalistic
Attributes [hide]
Medium (5'4") Human, Lawful Good (CR 3)
Armor Class 13
Hit Points 16 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 17 (+3) | 9 (-1) | 12 (+1) | 14 (+2) | 9 (-1) |
Senses Passive Perception 12
Languages Common, Aquan
Attacks Melee +4 / 1d8+2, Ranged +5 / 1d8+3, Grapple +3
Possessions: 2000 sp. 1 Masterwork Light steel shield. 1 Banded mail. 1 Chain shirt.
Gerald Dumph, Male Human [Permalink]
Personal [hide]
Description: He likes to wear darkened spectacles and heavy clothing, no matter the weather. His white hair is still thick. He wears crescent spectacles with a black brim.
Personality: He does not believe in betrayal or weakness as things to be tolerated. He is an amazing painter.
History: He was raised happily, as a normal child born to his mother and father. His mother taught him the rudiments of the Locksmith arts, while his father instructed him in etiquette, music and courtly manner. Being born in the south, he completed his medical training abroad so as to avoid the war. He returned after the war having achieved medical proficiency. He was a general practitioner in the south for years, until he, through no fault of his own, lost a patient who had a very powerful family. Rather than risk reprisal he made his way west. He knows his nephew is from a royal line that had remained secret for centuries, but promised not to tell anyone. So far, no-one knows but him.
Motivation: Wants to raise his children well; and nothing but the best is good enough for him
Ideals: Justice, Gifted, Impeccable. Bonds: Rich, Family. Occupation: Locksmith
Voice: Switch between two voices
Attributes [hide]
Medium (5'10") Human, Lawful Good (CR 3)
Armor Class 9
Hit Points 31 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 8 (-1) | 15 (+2) | 10 (+0) | 9 (-1) | 12 (+1) |
Senses Passive Perception 9
Languages Common
Attacks Melee +1 / 1d8-1, Ranged +1 / 1d8-1, Grapple +3
Possessions: 17000 cp. 1 Masterwork Common Melee. 1 Masterwork Common Melee. 1 Masterwork Uncommon Weapon.
Godfrey Beckwith, Male Human [Permalink]
Personal [hide]
Description: He is an attractive man, lean and moderately muscular. He wears loose pants and a collared shirt complete with sweater beneath his coat. His tied-back hair is auburn. He has a very pronounced jaw and large eyebrows. He wears rectangular glasses with silver brims.
Personality: His tongue was cut out and he uses sign language. He always tries to repair and not replace. It was this mentality that drove him into the Priest business.
History: He was raised in a plains tribe. When he was little, his rather wealthy family often ventured across the plains 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 plains due to the painful memories there. Godfrey took refuge in the large cave and found the beat up kukri and armor he uses now. He is searching for what he claims is his rightful reward.
Motivation: To reunite with his old friends.
Ideals: Persistence. Flaws: Disease. Bonds: Attractive, Adventurer, Nature. Occupation: Priest
Voice: Strong lisp
Attributes [hide]
Medium (6'5") Human, Chaotic Good (CR 5)
Armor Class 12
Hit Points 24 (5d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 14 (+2) | 14 (+2) | 15 (+2) | 18 (+4) | 12 (+1) |
Senses Passive Perception 14
Languages Common, Ignan, Undercommon
Attacks Melee +4 / 2d4+1, Ranged +5 / 2d4+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 4 | 3 | 2 | 1 | 0 | 0 |
Possessions: 20000 cp. Silver chalice with lapis lazuli gems (50 gp). Silver comb with moonstones (500 gp). 1 Full Plate. 1 Half-Plate.
Charles Middleton, Male Human [Permalink]
Personal [hide]
Description: His skin has the orange glow of too much sun. He wears a large hat to cast shadows over his face and wears ponchos to better hide his body. He wears his blonde hair down. His face is covered beneath a completely black helmet.
Personality: He has a good heart but also a terrible temper. He will forgive often but not before yelling and berating someone for whatever they have done wrong. He is able to fit into much smaller and tighter spaces than normal.
History: He was born to a wealthy landowner in a frontier town, living a normal and happy childhood. After coming to the age of reason, Charles took it upon himself to study the necromantic arts in their entirety; because of this, he was labeled a dark omen and banished from his homeland. He has built up a small fortune and can afford his own way.
Motivation: He is greedy.
Ideals: Gifted. Flaws: Antagonistic. Bonds: Rich, Immigrant. Occupation: Barrister
Voice: Speaks with lips pursed
Attributes [hide]
Medium (5'10") Human, Lawful Good (CR 8)
Armor Class 12
Hit Points 67 (8d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 15 (+2) | 13 (+1) | 12 (+1) | 9 (-1) | 18 (+4) |
Senses Passive Perception 12
Languages Common, Gnome
Attacks Melee +4 / 2d10+1, Ranged +5 / 2d10+2, Grapple +2
Possessions: 800 gp. White opal (1600 gp). Silver pearl (40 gp). Amethyst (40 gp). Obsidian (7 gp).
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