Aldous Hale, Male Human [Permalink]
Personal [hide]
Description: Runty and weak-looking, he wears a green vest and prefers brown and grey shirts. His boots appear to have been at one point steel toed but are quite worn down. His long blonde hair reaches down to his waist. His amber eyes are desperate and heavily dilated. He has the appearance of someone under the heavy influence of drugs.
Personality: He is inclined to make off color jokes and interpret anything that could be construed as such as innuendo. He is an amazing painter.
History: Born to a poor family in the city he treasured whatever gifts he got. When money was particularly tight he was walking through alleys when he overheard a Spy hiring some criminals to sabotage a competitor. He made his way to the other competitor and parlayed his knowledge into a job. He was granted necromantic powers by his dying brother.
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 he has comitted a past crime that haunts him to this day
Ideals: Joker, Gifted. Flaws: Ugly, Addict. Bonds: Poor. Occupation: Spy
Voice: Speaks with squeezed throat
Attributes [hide]
Medium (6'5") Human, Lawful Good (CR 3)
Armor Class 13
Hit Points 21 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
4 (-3) | 16 (+3) | 12 (+1) | 16 (+3) | 10 (+0) | 8 (-1) |
Senses Passive Perception 10
Languages Common, Infernal, Orc, Dwarven
Attacks Melee -1 / 1d8-3, Ranged +5 / 1d8+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 4 |
Possessions: 400 gp.
Randal Nash, Male Human [Permalink]
Personal [hide]
Description: What flesh remains visible is marred by burns. He likes to wear darkened spectacles and heavy clothing, no matter the weather. His head has been shaved. His gray unseeing eyes seem to look past you.
Personality: He goes out his way to put a smile on everyone's face. There's no-one he won't accept into his heart. He seeks to pay back kindness whenever he gets the chance. Whether it be in the form of unwanted serenades or the latest gossip he always seeks to do solids for his friends.
History: Trained by his mother for as long as he can remember he had it drilled in his head that it was his duty to serve his country. A freak accident while working with his Shepherd mother left him crippled. Since then, he has sought to make the best of life.
Motivation: Wants to have a good time and be beloved.
Ideals: Optimist, Philantrophist. Flaws: Ugly, Disease. Bonds: Military. Occupation: Armorer
Voice: Sounds elderly
Attributes [hide]
Medium (5'6") Human, Chaotic Good (CR 7)
Armor Class 11
Hit Points 47 (7d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 12 (+1) | 13 (+1) | 11 (+0) | 11 (+0) | 14 (+2) |
Senses Passive Perception 10
Languages Common
Attacks Melee +3 / 2d8+0, Ranged +4 / 2d8+1, Grapple +1
Possessions: 70 pp.
Gunter Kent, Male Human [Permalink]
Personal [hide]
Description: This man wears a large hat to cast shadows over his face and wears ponchos to better hide his body. He has a penchant for wearing a ring with an oversized ruby on his left hand. His hair is black and curly. He is baby faced.
Personality: He is fixated on the number 80. He counts his steps and bites of food to keep in track with it. He seems to be used to being ignored and not questioned about it. He passes on several rewards to people in need. He makes a point to leave places better than he found them.
History: Gunter was raised in a hard working conservative environment. 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. Gunter took refuge in the large cave and found the beat up lance and armor he uses now. He struck the Fletcher job and began his own company from there.
Motivation: Sabotage a competitor.
Ideals: Philantrophist. Flaws: Insane. Bonds: Rich, Job, Nature. Occupation: Fletcher
Voice: Eastern European accent
Attributes [hide]
Medium (6'2") Human, Lawful Good (CR 7)
Armor Class 12
Hit Points 38 (7d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 14 (+2) | 11 (+0) | 16 (+3) | 12 (+1) | 17 (+3) |
Senses Passive Perception 11
Languages Common, Goblin, Halfling, Dwarven
Attacks Melee +5 / 2d8+2, Ranged +5 / 2d8+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 0 | 1 | 0 |
Possessions: 30 pp. White opal (1200 gp). Deep blue spinel (200 gp). 1 Minor magic item. 1 Minor magic item.
Reynard Brent, Male Human [Permalink]
Personal [hide]
Description: Wearing a closed helm and plate, one would not know what he was had he not made sure his armor was more form fitting than normal. Outside of the suit he wears a grey top hat and grey clothes. He wears a top hat to cover his moderate length brown hair. His eyes are a pleasant green.
Personality: Reynard wants to be seen as a stoic, levelheaded, noble Fighter, so he tries to act the part. He does a good job, for the most part... He tends to be very friendly, and is drawn to music, the smells of food and wine, and out-door festivals.
History: Reynard was born with his mother's beautiful face. He sought a place where he would be rewarded solely on the merits of his skills. This search led him directly into Stylist work with an outfit from a few towns over. Stylist work suited him well, and with each successful project, he earned more gold and more respect from his peers. He then took over the family business and is one of the better Stylist for hire.
Motivation: Wants to have a good time and be beloved.
Ideals: Disciplined, Optimist. Bonds: Attractive, Job. Occupation: Stylist
Voice: High pitched, excited
Attributes [hide]
Medium (5'9") Human, Neutral Good (CR 6)
Armor Class 11
Hit Points 52 (6d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 12 (+1) | 16 (+3) | 12 (+1) | 10 (+0) | 12 (+1) |
Senses Passive Perception 10
Languages Common, Celestial
Attacks Melee +4 / 2d6+1, Ranged +4 / 2d6+1, Grapple +1
Possessions: Violet garnet (500 gp). Citrine (30 gp). Jet (40 gp). 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Aldous Southey, Male Human [Permalink]
Personal [hide]
Description: He wears bulky black painted plate armor. He is portly but not overly obese. His blonde hair is cut jaggedly and amateurishly. His eyes, though not visible through his cowl, are green.
Personality: He is quiet and reserved most of the time, but warms up to people very quickly. Around friends he is liable to tell dirty jokes and enjoy himself. 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: He was born the only child of a wealthy merchant. He sought a place where he would be rewarded solely on the merits of his skills. This search led him directly into Adventurer work with an outfit from a few towns over. Adventurer work suited him well, and with each successful project, he earned more gold and more respect from his peers. He was recently attacked on the road and savagely beaten by bandits.
Motivation: He doesn't get along with people that don't share his tastes; and nothing but the best is good enough for him
Ideals: Joker, Entrepeneur, Impeccable. Flaws: Ugly. Bonds: Job. Occupation: Adventurer
Voice: Speaks fast with a slight lisp
Attributes [hide]
Medium (5'4") Human, Lawful Good (CR 6)
Armor Class 11
Hit Points 52 (6d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 12 (+1) | 18 (+4) | 7 (-2) | 14 (+2) | 14 (+2) |
Senses Passive Perception 12
Languages Common
Attacks Melee +6 / 2d6+3, Ranged +4 / 2d6+1, Grapple +3
Possessions: 4000 sp.
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Their contribution stands as a beacon of hope for all adventurers!
