Gunter Badger, Male Human [Permalink]
Personal [hide]
Description: He is an exceptionally muscular looking southern young adult. He is wearing a long, brown cloak. Beneath his clothing is a huge mess of scar tissue. His blonde hair is smooth and relatively long. He has a tattooed face.
Personality: He is quiet and anti-social and can barely make it a few minutes in conversation before his hampering stammer kicks in. He is used to getting what he wants. In part because he is a meticulous planner.
History: Born the oldest of a large religious southern family, he was no stranger to responsibility. 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 Roofer. He struck the Roofer job and began his own company from there.
Motivation: He wants to meet his childhood hero; and to reunite with his old friends
Ideals: Professionalism. Flaws: Shy. Bonds: Slave, Religious, Job, Adventurer. Occupation: Roofer
Voice: Boston accent
Attributes [hide]
Medium (5'4") Human, Neutral Good (CR 3)
Armor Class 13
Hit Points 18 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 17 (+3) | 12 (+1) | 12 (+1) | 14 (+2) | 13 (+1) |
Senses Passive Perception 14
Languages Common, Goblin
Attacks Melee +4 / 1d8+2, Ranged +5 / 1d8+3, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 0 | 0 | 0 | 0 | 0 |
Possessions: 200 gp.
Tim Atherton, Male Human [Permalink]
Personal [hide]
Description: He is of a modest build and height, but he carries himself more imposing than he is. He wears suspenders and black workpants. His shirt is tan, and he wears a heavy black leather apron most of the time. He has a small bristly mustache and wavy chestnut hair. He wears round tiny glasses practically rammed into his face.
Personality: He is quiet and anti-social and can barely make it a few minutes in conversation before his hampering stammer kicks in. Around other people he will do his best to conceal his emotions and appear jolly.
History: His psionic talent manifested at a young age. Aiming to upstage a rival house, his parents had him trained. Ostracized due to the psionic 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 dedicated himself to building a better village for his children.
Motivation: Meet up once more with his childhood friend; and wants to raise his children well
Ideals: Gifted. Flaws: Shy. Bonds: Adventurer, Family. Occupation: Tailor
Voice: Farmer accent
Attributes [hide]
Medium (6'1") Human, Lawful Good (CR 9)
Armor Class 10
Hit Points 56 (9d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 11 (+0) | 12 (+1) | 11 (+0) | 12 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common
Attacks Melee +5 / 3d4+2, Ranged +3 / 3d4+0, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 6 | 4 | 4 |
Possessions: 1500 gp. Black pearl (1100 gp). Deep blue spinel (1100 gp). Moonstone (30 gp). Eye agate (8 gp). Smoky quartz (30 gp). Blue sapphire (1600 gp). Aquamarine (1100 gp). Rich purple corundum (1600 gp). 1 Minor magic item. 1 Minor magic item.
Gerard Conway, Male Human [Permalink]
Personal [hide]
Description: Runty and weak-looking, he wears a red coat over a green low-cut shirt, and a wide-brimmed hat upon his head. He wears his brown hair up in a very large beehive style do. He is missing an eye and his face is severely sunburned. His one remaining eye shines amber.
Personality: He is overprotective of those who hire his services. He invented a lineage for himself and claims to be descended from several legendary heroes.
History: He was born several months after his mother was called into army service. Gerard 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 has became unsatisfied with his lot in life, and decided to take up adventuring.
Motivation: He wants nothing more than to rejoin the army; and he wants to meet his childhood hero
Flaws: Ugly. Bonds: Poor, Guardian, Adventurer, Military. Occupation: Slave Trader
Voice: Squeaky
Attributes [hide]
Medium (5'6") Human, Neutral Good (CR 4)
Armor Class 12
Hit Points 30 (4d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 15 (+2) | 12 (+1) | 15 (+2) | 15 (+2) | 10 (+0) |
Senses Passive Perception 12
Languages Common, Gnome, Giant
Attacks Melee +3 / 1d10+1, Ranged +4 / 1d10+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 5 | 3 | 2 | 0 | 0 | 0 |
Possessions: 500 gp. 1 Masterwork Common Melee. 1 Masterwork Common Melee. 1 Masterwork Common Melee.
John Shelby, Male Human [Permalink]
Personal [hide]
Description: He is wearing a tight tan one piece outfit complete with pants, hood, and a cape, and he perpetually has his nunchaku ready. He sports a long blonde beard, and similarly colored long hair. He wears a mask on his face.
Personality: He is not truly malevolent, but he is obsessed with dancing. He constantly tries to fill his life with dancing. 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, John is combative with any and all who dare try his patience in the slightest.
History: He was raised by priests from a young age. He couldn't stand his childhood mentor and eventually formed a pact with his mentor's previously failed apprentice to rebel. When their plan failed the mentor lashed out against both of them and fled. Recently a tribe of drow attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. John fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: He has a rivalry with the Church that dominates his actions; and his religion dominates his actions
Ideals: Fighting, Artistic, Justice. Bonds: Religious, Mentor. Occupation: Painter
Voice: Pronounces difficult words wrong
Attributes [hide]
Medium (5'6") Human, Neutral Good (CR 5)
Armor Class 11
Hit Points 33 (5d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 13 (+1) | 12 (+1) | 13 (+1) | 13 (+1) | 18 (+4) |
Senses Passive Perception 11
Languages Common, Aquan
Attacks Melee +6 / 2d4+3, Ranged +4 / 2d4+1, Grapple +3
Possessions: 300 gp. A pair of silk slippers encrusted with tiny pearls. (30 gp). Silver ewer (30 gp). Gold and topaz bottle stopper cork (400 gp). Silver chalice with lapis lazuli gems (30 gp). 1 Breastplate. 1 Half-Plate. 1 Buckler. 1 Darkwood Shield.
Charles Ansley, Male Human [Permalink]
Personal [hide]
Description: He is a small man, but exceptionally fit. He is wearing a long, black, dusty cloak. His hair is chestnut and curly. He is baby faced.
Personality: He trusts no one. He is not readily capable for forgiveness and his ire never leaves him. Flattery will make him almost putty in your hands.
History: He was born into a rich family. In his 10th year, his parents were killed by a giants raid, leaving Charles alone in the world. After a stint in an orphanage, he was adopted. He has taken up leadership of the village's small militia in response to giants demanding more tribute than usual.
Motivation: Someone believes him a fraud; and to fight the greatest warriors and to fight in the greatest battles ever
Ideals: Athletic, Fighting. Flaws: Antagonistic, Selfish. Bonds: Rich, Enemies. Occupation: Farmer
Voice: Sighs a lot, exhausted
Attributes [hide]
Medium (5'10") Human, Neutral Good (CR 4)
Armor Class 10
Hit Points 21 (4d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 10 (+0) | 13 (+1) | 9 (-1) | 9 (-1) | 9 (-1) |
Senses Passive Perception 9
Languages Common
Attacks Melee +4 / 1d10+2, Ranged +2 / 1d10+0, Grapple +2
Possessions: 200 gp.
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