Nicholas Sherwood, Male Human [Permalink]
Personal [hide]
Description: He likes to wear brown tank tops with red pants. His skin is fair and his fingers are delicate and long. His long golden hair is drawn into a two foot long braid. His fierce amber eyes like to dwell on things.
Personality: He misses his glory days as an athlete. He does not mind his job, but it is boring in comparison. He is vehemently anti-magic. All of it is evil and corrupting in his opinion.
History: His father raised him in a mountain cabin. His mother took him hunting and taught him how to get in the mind of other creatures. He has built up a small fortune and can afford his own way.
Motivation: To protect his home; and he has money and likes to spend it
Ideals: Athletic, Opinionated. Bonds: Nature, Rich, Guardian. Occupation: Carter
Voice: Gruff and masculine
Attributes [hide]
Medium (6'4") Human, Chaotic Good (CR 3)
Armor Class 9
Hit Points 27 (3d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 9 (-1) | 16 (+3) | 12 (+1) | 14 (+2) | 15 (+2) |
Senses Passive Perception 12
Languages Common, Celestial
Attacks Melee +1 / 1d8-1, Ranged +1 / 1d8-1, Grapple -1
Possessions: 200 gp.
Lance Milton, Male Human [Permalink]
Personal [hide]
Description: A man with thick toned arms and a paunchy gut. He dresses well, typically a more casual-formal manner. With bright blonde hair and a scraggly beard. His green eyes dart from person to person.
Personality: Stoic and calm, he prefers to meditate than take action. He does suffer from mild PTSD, and the sight of dire rats may trigger it at times.
History: A powerful necromancer made him what he is. He couldn't stand his childhood mentor and eventually formed a pact with his mentor's previously failed apprentice to rebel. When their plan failed the mentor lashed out against both of them and fled. Unlike his family, who was content to work in a sleepy main town, he wanted to work in the city. He has been working here for the past few years.
Motivation: Wants to work out more often; and many dire rats want him driven away
Ideals: Athletic, Disciplined. Bonds: Attractive, Enemies, Mentor. Occupation: Fletcher
Voice: Farmer accent
Attributes [hide]
Medium (6'2") Human, Neutral Good (CR 5)
Armor Class 11
Hit Points 23 (5d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 13 (+1) | 11 (+0) | 13 (+1) | 17 (+3) | 9 (-1) |
Senses Passive Perception 13
Languages Common, Terran
Attacks Melee +5 / 2d4+2, Ranged +4 / 2d4+1, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 14 | 5 | 3 | 2 | 1 | 0 | 0 | 0 | 0 |
Possessions: Red garnet (80 gp). Moonstone (60 gp). Zircon (60 gp). Sardonyx (60 gp).
Don Branson, Male Human [Permalink]
Personal [hide]
Description: A man with a friendly, welcoming air about him, he wears a white shirt, with a yellow mid length shorts with yellow tights and flats, usually wearing a coat over them. He has a long auburn beard with little hanging trinkets. His eyes are a pleasant blue.
Personality: He will rave to anyone who will listen. 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: Don was raised in a hard working conservative environment. He sought a place where he would be rewarded solely on the merits of his skills. This search led him directly into Apothecary work with an outfit from a few towns over. Apothecary work suited him well, and with each successful project, he earned more gold and more respect from his peers. He has since lost track of the people in his past.
Motivation: Meet up once more with his childhood friend; and balancing his hectic life and new apothecary responsibilities is difficult
Ideals: Philantrophist. Flaws: Insane. Bonds: Job, Family, Adventurer. Occupation: Apothecary
Voice: Spits and sputters
Attributes [hide]
Medium (6'5") Human, Chaotic Good (CR 8)
Armor Class 12
Hit Points 41 (8d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 14 (+2) | 10 (+0) | 12 (+1) | 12 (+1) | 11 (+0) |
Senses Passive Perception 11
Languages Common, Celestial
Attacks Melee +5 / 2d10+2, Ranged +5 / 2d10+2, Grapple +2
Possessions: 5000 sp. 1 Minor magic item.
Gerard Gresham, Male Human [Permalink]
Personal [hide]
Description: He is an exceptionally muscular looking western young adult. He does not wear sleeves and tends to eschew shirts when he can avoid it. Beneath his clothing is a huge mess of scar tissue. He wears a wide-brimmed hat to hide his balding. His eyes are likewise brown.
Personality: Here is a man who knows he is the smartest in the room. He talks down to others constantly. His brief stint in the army gave him the idea he was invincible and that he is the toughest man alive.
History: From birth he was tutored by a cruel and relentless mentor. His divine abilities were realized during a raid on his village. He was granted divine powers by his dying sister.
Motivation: He wants nothing more than to rejoin the army; and he feels the way he acts is they only way to get by in the world
Ideals: Impeccable, Gifted. Bonds: Slave, Military, Mentor. Occupation: Spice Merchant
Voice: Smooth and feminine
Attributes [hide]
Medium (5'1") Human, Neutral Good (CR 5)
Armor Class 9
Hit Points 26 (5d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 9 (-1) | 11 (+0) | 12 (+1) | 10 (+0) | 15 (+2) |
Senses Passive Perception 10
Languages Common, Goblin
Attacks Melee +4 / 2d4+1, Ranged +2 / 2d4-1, Grapple +1
Possessions: 100 gp.
Trym Churchill, Male Human [Permalink]
Personal [hide]
Description: This man is moderately tanned and has just the faintest trace of an accent. He wears an entirely yellow suit with brown socks and a vest with buckled shoes. He wears a broad hat to cover his moderate length golden hair. His gray unseeing eyes seem to look past you.
Personality: He is quiet and anti-social and can barely make it a few minutes in conversation before his hampering stammer kicks in. He does suffer from mild PTSD, and the sight of orcs may trigger it at times.
History: Trym hails from a village terrorized by orcs. His first spouse was a Layabout, they had one son, but his spouse won total custody. Without his spouse to temper him he grew out of control. By chance he met his brother recently and the two have been together since.
Motivation: An old rival family wants him found; and wants to raise his children well
Flaws: Disease, Shy. Bonds: Immigrant, Enemies, Family. Occupation: Engraver
Voice: Posh accent
Attributes [hide]
Medium (6'4") Human, Neutral Good (CR 3)
Armor Class 12
Hit Points 20 (3d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 15 (+2) | 7 (-2) | 10 (+0) | 15 (+2) | 18 (+4) |
Senses Passive Perception 14
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +4 / 1d8+2, Grapple +2
Possessions: Silver-plated steel longsword with jet jewel in hilt (200 gp). Silver-plated steel longsword with jet jewel in hilt (200 gp). A pair of blacksmith’s puzzle; each has a pair of interlocked iron designs that users try to take apart and put back together (80 gp).
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Their contribution stands as a beacon of hope for all adventurers!
