Anthony Ashley, Male Human [Permalink]
Personal [hide]
Description: A man with a warm, jovial air about him, he wears a suit in poor condition. It has not been laundered in sometime and has been worn in activities one would not normally wear a suit during. His chestnut hair is braided into rings. He has gleaming, smiling green eyes.
Personality: He is irritable and easily angered. He is a bit of a bully and is not afraid to use his stature and powers to intimidate and hurt. A true patriot, Anthony would do anything for his country. He is fiercely protective of his fellow citizens and foreign allies.
History: Born to a pair of adventurers, Anthony grew up listening to his father's many stories. 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. He eventually got the idea of being the protector of his homeland from reading books, and has made it his duty.
Motivation: He's looking for his big break; and he wants to meet his childhood hero
Flaws: Antagonistic. Bonds: Adventurer, Military, Attractive, Guardian. Occupation: Barkeep
Voice: Uses sign language
Attributes [hide]
Medium (6'6") Human, Chaotic Good (CR 7)
Armor Class 11
Hit Points 38 (7d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
7 (-2) | 12 (+1) | 15 (+2) | 13 (+1) | 13 (+1) | 10 (+0) |
Senses Passive Perception 11
Languages Common, Abyssal
Attacks Melee +1 / 2d8-2, Ranged +4 / 2d8+1, Grapple +3
Possessions: 110 pp. 1 Minor magic item. 1 Minor magic item.
Arnold Weld, Male Human [Permalink]
Personal [hide]
Description: He wears violet trousers with tan and brown striped suspenders. He wears various colorful collared shirts. His black hair is lengthy and is close to two feet long. His green eyes are passionate and lively.
Personality: Soft-spoken and well mannered, he has an amazing amount of patience and a slow boiling temper. 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: He was born on a small isolated farm. 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. Arnold took refuge in the large cave and found the beat up kukri and armor he uses now. He has drifted apart from his friends and has been working freelance. Each gave each other a copy of their signature kukri.
Motivation: Wants his loneliness to end; and he desires power and/or immortality
Ideals: Disciplined. Bonds: Adventurer, Nature, Has a crush. Occupation: Armorer
Voice: American accent
Attributes [hide]
Medium (5'11") Human, Chaotic Good (CR 6)
Armor Class 9
Hit Points 27 (6d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 9 (-1) | 13 (+1) | 16 (+3) | 9 (-1) | 8 (-1) |
Senses Passive Perception 9
Languages Common, Celestial, Gnome, Auran
Attacks Melee +5 / 2d6+2, Ranged +2 / 2d6-1, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 14 | 4 | 3 | 3 | 2 | 0 | 0 | 0 |
Possessions: 20000 cp. Golden pearl (50 gp). White pearl (50 gp). 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Alex Gracey, Male Human [Permalink]
Personal [hide]
Description: He is a husky man, who wears a black shirt with thin green vertical stripes and pastel pants. He wears a deerstalker hat to cover his moderate length black hair. His otherwise smooth face is marked with small tiny scars.
Personality: Cocky and sure of himself, he believes he is the best Locksmith born in the past three hundred years. He uses his nature as a weapon; he likes to lead opponents to think him in distress.
History: He got into the Locksmith business at a young age. A gypsy cursed him at a young age, leading to his ugly appearance. He has taken up leadership of the village's small militia in response to giants demanding more tribute than usual.
Motivation: He is not mentally stable, and does not behave rationally; and sabotage a competitor
Flaws: Secretive, Ugly, Insane. Bonds: Job, Enemies. Occupation: Locksmith
Voice: Strong lisp
Attributes [hide]
Medium (6'6") Human, Chaotic Good (CR 5)
Armor Class 12
Hit Points 34 (5d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 15 (+2) | 15 (+2) | 14 (+2) | 11 (+0) | 13 (+1) |
Senses Passive Perception 10
Languages Common, Gnoll, Draconic
Attacks Melee +5 / 2d4+2, Ranged +5 / 2d4+2, Grapple +2
Possessions: 200 gp. Tiger eye turquoise (15 gp). Deep green spinel (100 gp). Fiery yellow corundum (1600 gp). Carnelian (30 gp). 1 Masterwork Common Melee. 1 Masterwork Common Ranged Weapon. 1 Masterwork Common Melee. 1 Masterwork Common Melee.
Frederick Brandon, Male Human [Permalink]
Personal [hide]
Description: A man with thick toned arms and a paunchy gut. He wears a green shirt with thin grey vertical stripes and white pants. His white hair is slicked back into a classic pompadour. His eyes are green.
Personality: He snorts whenever he laughs or is feeling confident. He also is a firm believer in the manly ideal.
History: The child of a Assassin, who enjoyed hunting, Frederick was taken on many hunting expeditions. He was an athlete and attended two major summer competitions. He never won. He now mingles about in high society.
Motivation: He wants random interesting trinkets and junk, hates to throw anything away; and money/treasure
Ideals: Athletic. Flaws: Impulsive, Greedy. Bonds: Nature, Rich. Occupation: Locksmith
Voice: Boston accent
Attributes [hide]
Medium (5'3") Human, Lawful Good (CR 8)
Armor Class 11
Hit Points 46 (8d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 12 (+1) | 12 (+1) | 12 (+1) | 11 (+0) | 11 (+0) |
Senses Passive Perception 13
Languages Common, Orc
Attacks Melee +2 / 2d10-1, Ranged +4 / 2d10+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 6 | 4 |
Possessions: 110 pp.
Ernest Gresham, Male Human [Permalink]
Personal [hide]
Description: The light-skinned man stands 6'1" and prefers to wear black pants and tee shirts. His black hair is greasy and uncared for. He has a dull look in his amber eyes.
Personality: He believes mankind has become decadent and spoiled by the march of civilization and an end should come to life as we know it. He is submissive, is generally bored by everything, but will take part in whatever people ask of him. He is by nature obliging.
History: Born to a Spy, his father struggled to pay the bills. Before the accident, he was one of the most outspoken anti-Human activists. He was mortally wounded, saved by a kind and fast-acting Human doctor. He has set out to sabotage the competition.
Motivation: Human compassion.
Flaws: Ugly, Shy, Racist. Bonds: Nature, Poor. Occupation: Marshal
Voice: Soothing and warm
Attributes [hide]
Medium (6'1") Human, Chaotic Good (CR 8)
Armor Class 11
Hit Points 41 (8d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 12 (+1) | 13 (+1) | 13 (+1) | 11 (+0) | 13 (+1) |
Senses Passive Perception 10
Languages Common, Dwarven
Attacks Melee +5 / 2d10+2, Ranged +4 / 2d10+1, Grapple +2
Possessions: 110 pp.
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Their contribution stands as a beacon of hope for all adventurers!