Dustin Cumberbatch, Male Human [Permalink]
Personal [hide]
Description: He is an attractive man, lean and moderately muscular. He wears clothing that is held on in multiple layers but all of it is in poor condition. His chestnut hair is styled in orderly dreadlocks. His face is covered beneath a completely black helmet.
Personality: He is happy with his job as a Barber. He turns his eye from what people do, preferring to live and let live. 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: Dustin was born to in a poor docking district. He spent his early days working in the same smith shop his father was employed at, doing general labor. He found a children's book about a Human Expert 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. He inherited the family business which he has now maintained for 12 years.
Motivation: Meet up once more with his childhood friend; and balancing his hectic life and new barber responsibilities is difficult
Bonds: Poor, Attractive, Job, Adventurer. Occupation: Barber
Voice: Puts emphasis on the wrong words
Attributes [hide]
Medium (6'5") Human, Neutral Good (CR 4)
Armor Class 13
Hit Points 17 (4d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 17 (+3) | 13 (+1) | 13 (+1) | 11 (+0) | 14 (+2) |
Senses Passive Perception 10
Languages Common, Celestial
Attacks Melee +2 / 1d10+0, Ranged +5 / 1d10+3, Grapple +3
Possessions: 40 pp. 3 Antitoxin. 1 Everburning torch. 2 Tanglefoot bags. 2 Holy water.
Alex Cornish, Male Human [Permalink]
Personal [hide]
Description: This dark-skinned male wears a lot of dark rich colors, with gold accents. He is tall, broad shouldered and powerfully built. He has wavy blonde hair. His brown unseeing eyes seem to look past you.
Personality: He cares much about the opinion of others, both in good and in bad: when keeping in line with his opinion, he thinks highly of the other person, but when opinions clash, he can get violently argumentative. 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: Alex was born in the south. At a young age he loved to build and create. 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 now spends his time doing works of charity.
Motivation: To be a Locksmith again; and to pay off his debts
Ideals: Opinionated, Philantrophist, Persistence. Flaws: Disease. Bonds: Attractive. Occupation: Cartwright
Voice: Posh accent
Attributes [hide]
Medium (5'8") Human, Neutral Good (CR 8)
Armor Class 11
Hit Points 61 (8d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 13 (+1) | 14 (+2) | 16 (+3) | 16 (+3) | 8 (-1) |
Senses Passive Perception 13
Languages Common, Halfling, Goblin, Sylvan
Attacks Melee +4 / 2d10+1, Ranged +4 / 2d10+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 14 | 0 | 1 | 0 | 0 | 0 |
Possessions: 1600 gp. Alexandrite (300 gp). Jet (60 gp). Golden pearl (60 gp). Lapis lazuli (14 gp). Blue quartz (14 gp).
Ernest Rylan, Male Human [Permalink]
Personal [hide]
Description: He wears a well pressed and immaculate suit (or dress). He has a moderate pudge and is not very fit. His black hair is knotted and matted. He wears round tiny glasses practically rammed into his face.
Personality: Overbrimming with self-confidence, Ernest isn't afraid of most anything. He has a strong dislike to people who do not believe in Human unity. 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 on a small isolated farm. When he was little, his rather wealthy family often ventured across the plains to a summer home near a old dungeon. He would wander through that old dungeon 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. Ernest took refuge in the old dungeon and found the beat up halberd and armor he uses now. He was always very intelligent and has formed a secret society of specialists.
Motivation: Regain custody of his son; and his religion dominates his actions
Ideals: Impeccable. Flaws: Secretive. Bonds: Religious, Nature, Family. Occupation: Mason
Voice: Strong lisp
Attributes [hide]
Medium (5'2") Human, Chaotic Good (CR 3)
Armor Class 12
Hit Points 21 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 14 (+2) | 12 (+1) | 11 (+0) | 13 (+1) | 11 (+0) |
Senses Passive Perception 11
Languages Common
Attacks Melee +2 / 1d8+0, Ranged +4 / 1d8+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 4 | 2 | 1 | 0 |
Possessions: 2200 sp.
Anselm Gentry, Male Human [Permalink]
Personal [hide]
Description: He is in excellent shape and wears dull blue sweaters, loose yellow pants, and alligator leather shoes. Beneath his sweater he keeps a concealed whip, just in case. He wears his blonde hair down. His violet eyes dart from person to person.
Personality: Anselm wants to be seen as a stoic, levelheaded, noble Barbarian, so he tries to act the part. He does a good job, for the most part... He uses divination through singing.
History: He was raised in a plains tribe. He was a friend to animals and a trickster. In his defense of animals however he would do severe harm to people. He now has a substantial network of resources ranging from contacts to ships to peers.
Motivation: Wants to work out more often.
Ideals: Athletic, Disciplined, Gifted, Entrepeneur. Bonds: Nature. Occupation: Blacksmith
Voice: Can't modulate volume
Attributes [hide]
Medium (5'3") Human, Neutral Good (CR 5)
Armor Class 11
Hit Points 24 (5d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 13 (+1) | 5 (-3) | 14 (+2) | 16 (+3) | 17 (+3) |
Senses Passive Perception 13
Languages Common, Giant, Ignan
Attacks Melee +5 / 2d4+2, Ranged +4 / 2d4+1, Grapple +4
Possessions: 6000 sp. Tiger eye turquoise (13 gp). Jade (150 gp). Rock crystal (50 gp).
Gunter Adley, Male Human [Permalink]
Personal [hide]
Description: This man is tall and muscular. He likes to wear grey tank tops with brown pants. He wears his brown hair up. He wears crescent spectacles with a black brim.
Personality: He is quite gentle and does not know the full extent of his strength. He works very hard to maintain that gentleness. His temper goes off on the smallest of things. He tends to lash out at those around him.
History: Born in a small village he learned the ways of the warrior from his father. In his youth he was a Mayor, and wanted to be a champion fighter when he grew up. He was working during a period of war, and as one of the natives he lived in fear of joining the others in being slaughtered. He saw the brutality and swore off his fighting aspirations, taking his younger brother on his back after seeing his parents die, and fled the country. He was betrayed by a partner and left for dead, teaching him a humbling lesson in trusting others.
Motivation: He's repulsed by the PC; and to fight the greatest warriors and to fight in the greatest battles ever
Ideals: Athletic, Disciplined, Fighting. Flaws: Antagonistic, PTSD. Occupation: Herbalist
Voice: Loud with bravado
Attributes [hide]
Medium (5'4") Human, Chaotic Good (CR 8)
Armor Class 12
Hit Points 62 (8d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 15 (+2) | 16 (+3) | 11 (+0) | 9 (-1) | 10 (+0) |
Senses Passive Perception 9
Languages Common
Attacks Melee +5 / 2d10+2, Ranged +5 / 2d10+2, Grapple +2
Possessions: 500 gp. 1 Minor magic item. 1 Minor magic item.
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