Randal Astley, Male Human [Permalink]
Personal [hide]
Description: He is wearing a long, white, dusty cloak. His hair is greying and his face has many wrinkles. His face is feral with sharp distinguishing features. His spectacle hidden eyes are a deep brown.
Personality: Cocky and sure of himself, he believes he is the best Servant born in the past three hundred years. He is used to getting what he wants. In part because he is a meticulous planner.
History: He was born the only child of a wealthy merchant. He helped his father out around the business and became quite the natural. He spent several years traveling with his friend, before both settled down to enjoy the fruits of their adventures.
Motivation: He has a crush on the local Guard; and he's attracted to the pc
Ideals: Professionalism, Entrepeneur. Bonds: Job, Adventurer, Has a crush. Occupation: Servant
Voice: Stutters
Attributes [hide]
Medium (5'5") Human, Lawful Good (CR 5)
Armor Class 10
Hit Points 29 (5d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 11 (+0) | 13 (+1) | 13 (+1) | 13 (+1) | 15 (+2) |
Senses Passive Perception 11
Languages Common, Giant
Attacks Melee +5 / 2d4+2, Ranged +3 / 2d4+0, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 3 | 3 | 1 | 0 |
Possessions: 100 gp. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Gerald Snowdon, Male Human [Permalink]
Personal [hide]
Description: An imposing man with a heavy stainless steel prosthetic right hand, he wears a tan shirt, with a violet mid length shorts with violet tights and flats, usually wearing a coat over them. His silver hair is cut jaggedly and amateurishly. He has blue eyes and a tan hat with a violet feather.
Personality: He likes to be helpful to his clients. He likes to prescribe proper advice to his clients. He constantly seizes attention wherever he goes and has come to expect this respect from everyone. He likes to think of himself as merciful, but nonetheless is very strict.
History: He was raised happily, as a normal child born to his father and mother. His father taught him the rudiments of the Layabout arts, while his mother instructed him in etiquette, music and courtly manner. In his formative years he discovered how persuasive he was. He began using that to his advantage selling useless wares at inflated prices. He knows his nephew is from a royal line that had remained secret for centuries, but promised not to tell anyone. So far, no-one knows but him.
Motivation: Money/treasure; and expand his business
Ideals: Impeccable, Entrepeneur. Bonds: Job, Rich. Occupation: Layabout
Voice: Loud with bravado
Attributes [hide]
Medium (6'0") Human, Neutral Good (CR 3)
Armor Class 8
Hit Points 9 (3d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 7 (-2) | 8 (-1) | 13 (+1) | 17 (+3) | 7 (-2) |
Senses Passive Perception 13
Languages Common, Celestial
Attacks Melee +4 / 1d8+2, Ranged +0 / 1d8-2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 3 | 1 | 0 | 0 |
Possessions: 400 gp. Jet (70 gp).
Trym Nibley, Male Human [Permalink]
Personal [hide]
Description: Standing 5'1", this man wears a yellow vest with golden trim over his white shirt. His brown leather gloves and pants are well-kept, and his yellow boots flare out at the collars. He has moderate length chestnut hair. His violet unseeing eyes seem to look past you.
Personality: He can speak with the recently deceased. He is kind towards other men and children and will generally offer men help without question. Others will generally need to prove themselves to him.
History: He was raised happily, as a normal child born to his mother and father. His mother taught him the rudiments of the Architect arts, while his father instructed him in etiquette, music and courtly manner. When he was little, his rather wealthy family often ventured across the desert 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 desert due to the painful memories there. Trym took refuge in the old dungeon and found the beat up lance and armor he uses now. He was granted martial powers by his dying brother.
Motivation: He is greedy.
Ideals: Gifted, Philantrophist. Flaws: Disease. Bonds: Rich, Nature. Occupation: Architect
Voice: Pronounces O like U
Attributes [hide]
Medium (5'1") Human, Lawful Good (CR 4)
Armor Class 10
Hit Points 16 (4d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
7 (-2) | 10 (+0) | 13 (+1) | 14 (+2) | 14 (+2) | 11 (+0) |
Senses Passive Perception 12
Languages Common, Draconic, Sylvan
Attacks Melee +0 / 1d10-2, Ranged +2 / 1d10+0, Grapple +0
Possessions: 4000 cp. Fire opal pendant on a fine gold chain (600 gp). Large well-done wool tapestry (500 gp). Gold dragon comb with red garnet eye (400 gp). 1 Minor magic item.
Rolf Carlton, Male Human [Permalink]
Personal [hide]
Description: Relatively heavier built than your average man, he is not imposing. He wears silk and lounges about seductively. His silver hair is braided into rings. His hazel eyes are slightly larger than normal.
Personality: Soft-spoken and well mannered, he has an amazing amount of patience and a slow boiling temper. To his fellows he is seen as friendly and intelligent, but is angry and unforgiving to the so called fatcats and any who do and have associated with them.
History: He got into the Servant business at a young age. In his 18th year, while out on a day-trip, he returned to find his hometown burning and destroyed. He found his father impaled in their home, and his mother beheaded. He saw the man who walked out, and charged him in a blind rage. The man easily evaded and defeated him, leaving him to live broken and terrified. He became a Servant soon after.
Motivation: Expand his business; and sabotage a competitor
Ideals: Disciplined. Flaws: Fearful. Bonds: Attractive, Enemies, Job. Occupation: Servant
Voice: Pronounces 'its' and 'is' like 'eats' and 'ease'
Attributes [hide]
Medium (5'7") Human, Chaotic Good (CR 4)
Armor Class 13
Hit Points 37 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 16 (+3) | 16 (+3) | 12 (+1) | 9 (-1) | 11 (+0) |
Senses Passive Perception 9
Languages Common, Auran
Attacks Melee +4 / 1d10+2, Ranged +5 / 1d10+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 9 |
Possessions: 46000 sp. Carnelian (70 gp). Violet garnet (1200 gp). Onyx (70 gp). Lapis lazuli (8 gp).
Gomory Davenport, Male Human [Permalink]
Personal [hide]
Description: A stocky lighter skinned man, he very much looks the part of a Shoemaker. His long brown hair is drawn into a two foot long braid. His eyes are likewise amber. His teeth are white and perfect.
Personality: He has always had a great fascination with Human culture. He is underhanded and not above using his wealth and body to get others to do his bidding.
History: Gomory was raised in a hard working conservative environment. Like his father and his sister before him, after school he went straight into learning to become a Shoemaker. During his travels, Gomory and his party rested in a cavern that was (unknown to them) infused with powerful dark magic. Upon awakening, Gomory discovered the rest of his party dead, transformed into horrible, mindless undead versions of their former selves. Gomory fled the cavern, stopping for breath at a small pool, and only then realizing his own horrible transformation.
Motivation: Meet up once more with his childhood friend; and further expansion of business
Flaws: Racist, Disease. Bonds: Job, Attractive, Adventurer. Occupation: Shoemaker
Voice: Uses lots of figures of speech
Attributes [hide]
Medium (5'7") Human, Chaotic Good (CR 3)
Armor Class 10
Hit Points 21 (3d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 10 (+0) | 16 (+3) | 15 (+2) | 16 (+3) | 13 (+1) |
Senses Passive Perception 13
Languages Common, Dwarven, Druidic
Attacks Melee +4 / 1d8+2, Ranged +2 / 1d8+0, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 3 | 1 | 0 | 0 | 0 | 0 |
Possessions: 200 gp. 8 Acid flasks.
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