Peter Bristol, Male Human [Permalink]
Personal [hide]
Description: A man with a calm yet intense air about him, he wears long strands of amber and short white dresses (or suits) accompanied by the proper stockings and shoes, with gloves of varying lengths. His white hair is matted, messy, and big. His voice is smooth and creepy, always level, but somehow just slightly unnerving.
Personality: He never swears and excessively uses polite adverbs when speaking. He is obsessed with a lost civilization.
History: He is the product a well kept family trust fund and as such has never really known need. A gypsy cursed him at a young age, leading to his ugly appearance. When he grew older, he became a bit more civilized, usually hanging around bars and taverns. He began work as a mercenary for hire. He would embark on any mission as long as the price was right.
Motivation: He wants to meet his childhood hero.
Ideals: Optimist. Flaws: Ugly, Insane. Bonds: Rich, Adventurer. Occupation: Mason
Voice: pre-pubescent
Attributes [hide]
Medium (5'5") Human, Lawful Good (CR 5)
Armor Class 12
Hit Points 27 (5d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 15 (+2) | 15 (+2) | 9 (-1) | 15 (+2) | 10 (+0) |
Senses Passive Perception 12
Languages Common
Attacks Melee +4 / 2d4+1, Ranged +5 / 2d4+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 |
Possessions: 700 gp. Red spinel (140 gp). Alexandrite (900 gp). Blue quartz (9 gp). 1 Minor magic item.
Richard Washington, Male Human [Permalink]
Personal [hide]
Description: The man speaks with an almost imperceptible accent. He seems to always be the slightest bit damp as if he got out from a pool a few moments ago. He does not wear sleeves and tends to eschew shirts when he can avoid it. He sports a flattop hair cut. His eyes, though not visible through his cowl, are violet.
Personality: Prone to second guessing himself, he comes off as nervous. He spends most of his days drinking in the Inn, the rowdiest and most dangerous establishment in town. There he gambles, wrestles and listens to stories told by travelers.
History: A child with a great deal of writing talent his parents made sure he got the chance to thrive. Because his mother participated in the massacre of their homeland, gnolls burned their ranch to the ground and forced them out. He was preparing to flee to the east, but the outbreak of war prevented him and his father from journeying east to reunite his family. He spent several years traveling with his friend, before both settled down to enjoy the fruits of their adventures.
Motivation: Many gnolls want him driven away.
Ideals: Artistic. Flaws: Shy. Bonds: Immigrant, Adventurer, Enemies. Occupation: Dilettante
Voice: Jamaican accent
Attributes [hide]
Medium (5'8") Human, Neutral Good (CR 3)
Armor Class 11
Hit Points 16 (3d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 13 (+1) | 15 (+2) | 12 (+1) | 16 (+3) | 10 (+0) |
Senses Passive Perception 13
Languages Common, Gnome
Attacks Melee +2 / 1d8+0, Ranged +3 / 1d8+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 3 | 2 | 0 | 0 | 0 | 0 |
Possessions: 300 gp.
Odo Eastoft, Male Human [Permalink]
Personal [hide]
Description: He is a physically imposing dark-skinned man. He is bundled in multiple layers and is prepared for a desert trek wearing a turban that covers his face most of the time. His long golden 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: Always inclined to offer people food he seems plenty friendly. He would rather hide behind his crafts than deal with other people.
History: His mother raised him in a mountain cabin. When he was little, his rather wealthy family often ventured across the desert 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 desert due to the painful memories there. Odo took refuge in the large cave and found the beat up flail and armor he uses now. He used his abilities to travel the world and help people.
Motivation: Money/treasure; and human compassion
Ideals: Philantrophist, Artistic. Flaws: Addict, Shy. Bonds: Nature. Occupation: Body Guard
Voice: Soft and melodious
Attributes [hide]
Medium (5'5") Human, Chaotic Good (CR 3)
Armor Class 14
Hit Points 22 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
4 (-3) | 18 (+4) | 12 (+1) | 17 (+3) | 12 (+1) | 15 (+2) |
Senses Passive Perception 11
Languages Common, Abyssal, Druidic, Goblin
Attacks Melee -1 / 1d8-3, Ranged +6 / 1d8+4, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 2 | 2 | 2 | 0 | 0 | 0 | 0 | 0 |
Possessions: 2200 sp.
Kyle Kelsey, Male Human [Permalink]
Personal [hide]
Description: His right side is far more bruised and cut up than his other. He wears a large hat to cast shadows over his face and wears ponchos to better hide his body. His chestnut hair is drawn into a tight pony tail with a rose scrunchie. His blue eyes lackadaisically let the world flow into them.
Personality: He has always had a great fascination with Human culture. His actions favor neither the good nor the evil, as he answers to a power that mortal men fail to acknowledge.
History: He was born the only child of a wealthy merchant. Brilliant and gifted he never wanted to apply himself. He was recently attacked on the road and savagely beaten by bandits.
Motivation: Human compassion; and his religion dominates his actions
Ideals: Entrepeneur, Gifted. Flaws: Ugly, Racist. Bonds: Religious. Occupation: Assassin
Voice: German accent
Attributes [hide]
Medium (6'3") Human, Chaotic Good (CR 4)
Armor Class 12
Hit Points 18 (4d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 15 (+2) | 8 (-1) | 12 (+1) | 14 (+2) | 16 (+3) |
Senses Passive Perception 14
Languages Common, Halfling
Attacks Melee +1 / 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 |
Possessions: 20 pp. Lapis lazuli (7 gp). Red-brown spinel (70 gp). Rose (30 gp). Rose (30 gp). 1 Everburning torch.
Drogo Reed, Male Human [Permalink]
Personal [hide]
Description: A plain young-adult man, he is constantly adorned with expensive silk clothing, often dyed in bright yellow and black, and wears rings and necklaces with large, colorful gems. His chestnut hair is slicked back into a classic pompadour. His fierce amber eyes like to dwell on things.
Personality: He considers himself the protector of his home. He feels this is his duty and calling. 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 pair of adventurers, Drogo grew up listening to his mother's many stories. Drogo 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 guards a vault combo very seriously as well as the key needed to open it.
Motivation: He wants revenge against gnolls; and he has passion for adventuring and risk
Flaws: Shy, Secretive. Bonds: Rich, Guardian, Adventurer, Enemies. Occupation: Bellfounder
Voice: Raspy
Attributes [hide]
Medium (6'1") Human, Lawful Good (CR 5)
Armor Class 11
Hit Points 20 (5d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 12 (+1) | 11 (+0) | 11 (+0) | 13 (+1) | 9 (-1) |
Senses Passive Perception 11
Languages Common
Attacks Melee +4 / 2d4+1, Ranged +4 / 2d4+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 0 | 0 | 0 | 0 |
Possessions: Just what you see.
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