Gunter Hampton, Male Human [Permalink]
Personal [hide]
Description: 6'4" and lanky with angular features, he is an attractive figure. He wears skinny pants and wears a tan and grey robe with the hood down. He sports a long black beard, and similarly colored long hair. His face is feral with sharp distinguishing features. His spectacle hidden eyes are a deep hazel.
Personality: He believes there is no problem he cannot solve with sufficient elbow grease and persistence, if it is the best or most economic solution matters not. He is a logical person and will generally grow upset if things defy logic and science.
History: Gunter was raised in a hard working conservative environment. He found a children's book about a Human Warrior who fought for good and justice and never realised it was just a child's story. He modeled his life after the story, seeing himself destined a hero. In the meantime he has taken over work as a Carter and occasionally as a mercenary.
Motivation: He is unsatisfied with his job; and sabotage a competitor
Ideals: Persistence, Logical. Bonds: Attractive, Job, Adventurer. Occupation: Carter
Voice: Adds syll-ab-les for em-pha-sis
Attributes [hide]
Medium (6'4") Human, Lawful Good (CR 8)
Armor Class 11
Hit Points 32 (8d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 13 (+1) | 9 (-1) | 15 (+2) | 10 (+0) | 12 (+1) |
Senses Passive Perception 10
Languages Common, Undercommon, Dwarven
Attacks Melee +3 / 2d10+0, Ranged +4 / 2d10+1, Grapple +1
Possessions: 150 pp. Deep green spinel (90 gp). Violet garnet (800 gp). Alexandrite (800 gp). Peridot (60 gp). Malachite (12 gp).
Gerard Roscoe, Male Human [Permalink]
Personal [hide]
Description: He wears a brown vest with golden trim over his white shirt. His grey leather gloves and pants are well-kept, and his brown boots flare out at the collars, and he perpetually has his axe ready. His hair, while still mostly white, has prominent grey streaks. His skin is flawless and his gray eyes scan people very quickly.
Personality: Eccentric and domineering, Gerard will drive conversation. He is a great chef.
History: From birth he was tutored by a cruel and relentless mentor. Since his mother passed away years ago, his father 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 was granted psionic powers by his dying brother.
Motivation: To fight the greatest warriors and to fight in the greatest battles ever; and he wants random interesting trinkets and junk, hates to throw anything away
Ideals: Fighting, Extrovert, Gifted. Bonds: Attractive, Mentor. Occupation: Servant
Voice: Scandinavian accent
Attributes [hide]
Medium (6'4") Human, Lawful Good (CR 3)
Armor Class 11
Hit Points 14 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
7 (-2) | 13 (+1) | 8 (-1) | 9 (-1) | 16 (+3) | 16 (+3) |
Senses Passive Perception 15
Languages Common
Attacks Melee +0 / 1d8-2, Ranged +3 / 1d8+1, Grapple +1
Possessions: 100 gp.
Guy Van Es, Male Human [Permalink]
Personal [hide]
Description: 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. He has a brown handlebar mustache and slicked back brown hair. He wears round tiny glasses practically rammed into his face.
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. The war was a terrible time for him, and Guy does not often speak of it. When he does, he does so with a strained expression and tears in his eyes.
History: He got into the Guard business at a young age. When he was little, his rather wealthy family often ventured across the forest 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 forest due to the painful memories there. Guy took refuge in the ruined castle and found the beat up falchion and armor he uses now. He bought a falchion and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: Obtaining odd cultural Human artifacts is his passion.
Flaws: Depressed. Bonds: Adventurer, Nature, Military, Job. Occupation: Guard
Voice: Speaks like tongue is numb
Attributes [hide]
Medium (5'11") Human, Lawful Good (CR 9)
Armor Class 12
Hit Points 75 (9d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 14 (+2) | 12 (+1) | 15 (+2) | 14 (+2) | 13 (+1) |
Senses Passive Perception 15
Languages Common, Auran, Giant
Attacks Melee +5 / 3d4+2, Ranged +5 / 3d4+2, Grapple +5
Possessions: 600 gp. Alexandrite (1400 gp). 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Geoffrey Everleigh, Male Human [Permalink]
Personal [hide]
Description: He is an average looking southern male in his early mid-life. He prefers to wear fine silks, though has several suits of combat armor for his hunting needs. He has done his best to style his auburn hair to look like a famous performer. He has a dull look in his blue eyes.
Personality: He is shy and timid. He has not had much interaction with people and is skittish around them. His home and work are filled with various knick knacks he has acquired through the years. He cares a great deal for his adopted teenage daughter.
History: He was born to a wealthy landowner in a frontier town, living a normal and happy childhood. 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. Lacking all sense, he decided to go on an adventure. He picked a direction and started trekking.
Motivation: He feels threatened by others; and obtaining odd cultural human artifacts is his passion
Flaws: Shy, Fearful. Bonds: Rich, Family, Attractive, Adventurer. Occupation: Tailor
Voice: Forgets to breathe while speaking
Attributes [hide]
Medium (5'10") Human, Neutral Good (CR 5)
Armor Class 12
Hit Points 56 (5d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 14 (+2) | 15 (+2) | 16 (+3) | 11 (+0) | 16 (+3) |
Senses Passive Perception 10
Languages Common, Celestial, Undercommon, Aquan
Attacks Melee +4 / 2d4+1, Ranged +5 / 2d4+2, Grapple +2
Possessions: 500 gp. 1 Minor magic item. 1 Minor magic item.
Roger Everly, Male Human [Permalink]
Personal [hide]
Description: He wears tight fitting clothing which further accentuates his frame. His attire stands in sharp contrast to his sickle, which is beautifully polished and possesses an ornate carving of a cross on it. He wears a small hat to cover his moderate length red hair. His eyes are amber and catlike.
Personality: He acts crazy and hedonistic. He dislikes loud distracting noises, but is overall hospitable. His biggest love is that of knowledge and as such will purchase any books or pay to listen to tales that travelers might have.
History: He was born to loving parents in a slum to the west. When money was particularly tight he was walking through alleys when he overheard a Healer hiring some criminals to sabotage a competitor. He made his way to the other competitor and parlayed his knowledge into a job. He has been saving his money to try and buy his brother's freedom.
Motivation: He is currently in port desperately looking for someone to get him out; and to reunite with his absent mother
Ideals: Logical. Flaws: Hedonist. Bonds: Attractive, Poor, Family, Slave. Occupation: Healer
Voice: Timid voice
Attributes [hide]
Medium (5'1") Human, Neutral Good (CR 7)
Armor Class 12
Hit Points 29 (7d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 14 (+2) | 11 (+0) | 14 (+2) | 13 (+1) | 9 (-1) |
Senses Passive Perception 11
Languages Common, Terran, Abyssal
Attacks Melee +5 / 2d8+2, Ranged +5 / 2d8+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 3 | 2 | 2 | 2 | 2 |
Possessions: 300 gp. Brown-green garnet (90 gp).
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