Trym Eastaughffe, Male Human [Permalink]
Personal [hide]
Description: This younger middle-aged man wears skinny pants and wears a green and violet robe with the hood down, and a wedding ring on his left hand. Sporting a golden mohawk and bushy mustache this man's hair draws a lot of attention. His voice is smooth and creepy, always level, but somehow just slightly unnerving.
Personality: A deeply religious man he believes everything happens for a reason. He is an amazing painter.
History: Trym was born in the east. At a young age he loved to build and create. After coming to the age of reason, Trym took it upon himself to study the divine arts in their entirety; because of this, he was labeled a dark omen and banished from his homeland. He was granted divine powers by his dying sister.
Motivation: His religion dominates his actions.
Ideals: Gifted, Persistence. Flaws: Insane. Bonds: In love, Religious. Occupation: Bounty Hunter
Voice: Puts emphasis on the wrong words
Attributes [hide]
Medium (6'3") Human, Lawful Good (CR 5)
Armor Class 11
Hit Points 35 (5d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 12 (+1) | 14 (+2) | 13 (+1) | 14 (+2) | 12 (+1) |
Senses Passive Perception 15
Languages Common, Draconic
Attacks Melee +3 / 2d4+0, Ranged +4 / 2d4+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 3 | 3 | 1 | 0 |
Possessions: 300 gp.
Charles Ashton, Male Human [Permalink]
Personal [hide]
Description: This man stands a little under 5'6" and is a bit bulky. He is very muscular particularly in the legs. He is renowned for his bright white suits and hats. He keeps his silver hair in a pixie cut. He wears a mask on his face.
Personality: Charles is a sociable creature first and foremost. He loves to listen to people at length before talking their ear off. He can carry on conversation for hours and will do so. 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: Charles was raised in a hard working conservative environment. He was taken as a slave by a traveling circus and forced to perform He inherited the family business which he has now maintained for 2 years.
Motivation: He's in love; and his relatives are trying to arrange a marriage
Ideals: Extrovert. Bonds: Family, Job, Slave, Has a crush. Occupation: Baker
Voice: Sensual and smooth
Attributes [hide]
Medium (5'6") Human, Chaotic Good (CR 3)
Armor Class 11
Hit Points 27 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 13 (+1) | 15 (+2) | 7 (-2) | 11 (+0) | 13 (+1) |
Senses Passive Perception 13
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +3 / 1d8+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 0 | 0 |
Possessions: 1400 sp. Malachite (7 gp).
Trym Hamilton, Male Human [Permalink]
Personal [hide]
Description: He wears clothing that is held on in multiple layers but all of it is in poor condition. His attire stands in sharp contrast to his ceremonial dagger, which is beautifully polished and possesses an ornate carving of a cross on it. His hair is short and blonde. He has brown eyes.
Personality: He is always cheerful, even with a hangover, and is always willing to go through all sorts of trouble to help his friends. He considers everything a fun event and doesn't hold grudges. He is a bit of a macho man and will challenge people to random contests of strength and skill, and invite them to random hunting and fishing trip.
History: Trym lived on a farm with his mother, near the main road leading to a nearby town. 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. Trym took refuge in the ruined castle and found the beat up ceremonial dagger and armor he uses now. He has been saving his money to try and buy his sister's freedom.
Motivation: Regain custody of his daughter; and his spouse's relatives view him with great suspicion
Ideals: Optimist, Fighting. Bonds: Poor, Nature, Family. Occupation: Healer
Voice: Low and grunting
Attributes [hide]
Medium (5'0") Human, Lawful Good (CR 4)
Armor Class 10
Hit Points 37 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 10 (+0) | 14 (+2) | 10 (+0) | 12 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common
Attacks Melee +4 / 1d10+2, Ranged +2 / 1d10+0, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 0 | 0 | 0 |
Possessions: 16000 sp. 1 Half-Plate. 1 Half-Plate. 1 Masterwork Light steel shield. 1 Chain shirt.
Trey Clapham, Male Human [Permalink]
Personal [hide]
Description: This eastern man likes to wear violet tank tops with brown pants. His clothes are grease stained in places. He is bald on top and has large golden tufts of hair around his ears. His eyes are violet and he is always smoking a pipe.
Personality: He is always cheerful, even with a hangover, and is always willing to go through all sorts of trouble to help his friends. He considers everything a fun event and doesn't hold grudges. 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 in the east, but his parents moved at a very young age to the north. Trey 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 moves from town to town, unable to find a place to settle.
Motivation: He desires power and/or immortality; and meet up once more with his childhood friend
Ideals: Optimist. Flaws: Ugly. Bonds: Poor, Immigrant, Adventurer. Occupation: Mercenary
Voice: Speaks with back of mouth
Attributes [hide]
Medium (6'0") Human, Chaotic Good (CR 6)
Armor Class 10
Hit Points 43 (6d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 11 (+0) | 14 (+2) | 15 (+2) | 14 (+2) | 16 (+3) |
Senses Passive Perception 12
Languages Common, Druidic, Terran
Attacks Melee +3 / 2d6+0, Ranged +3 / 2d6+0, Grapple +0
Possessions: 60000 cp. Aquamarine (1000 gp).
Ernest Paxton, Male Human [Permalink]
Personal [hide]
Description: He wears a large hat to cast shadows over his face and wears ponchos to better hide his body. His attire stands in sharp contrast to his sword, which is beautifully polished and possesses an ornate carving of a cross on it. His chestnut hair is cut jaggedly and amateurishly. His blue eyes have a joyful gleam in them most of the time.
Personality: He will use flattery and sarcasm to attack and weaken his opponents. Despite his formidable combat skills he remains a coward. He always tries to repair and not replace. It was this mentality that drove him into the Fletcher business.
History: A studious child he never was much for a social life, not because he was unlikable, but because he did not seek it out. 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. He was granted psionic powers by his dying sister.
Motivation: An old rival family wants him found; and regain custody of his son
Ideals: Fighting, Persistence, Gifted. Bonds: Military, Family. Occupation: Fletcher
Voice: Hollow voice
Attributes [hide]
Medium (5'2") Human, Lawful Good (CR 3)
Armor Class 12
Hit Points 16 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 14 (+2) | 11 (+0) | 8 (-1) | 10 (+0) | 12 (+1) |
Senses Passive Perception 10
Languages Common
Attacks Melee +5 / 1d8+3, Ranged +4 / 1d8+2, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 4 |
Possessions: 100 gp. Citrine (70 gp). Black pearl (800 gp).
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