Don Copeland, Male Human [Permalink]
Personal [hide]
Description: A 5'5" western man, he wears a white shirt with thin tan vertical stripes and blue pants. His red hair is smooth and relatively long. His hazel eyes lackadaisically let the world flow into them.
Personality: He shows great sympathy to all travelers. He's the type to buy drinks and listen to their stories. Only to laugh say gotcha and shoot double pistol fingers at the fooled target.
History: Born in the west his family was never financially stable. From there he went from mercenary job to mercenary job. He now spends his time doing works of charity.
Motivation: A strong sense of loyalty to Human people; and he has passion for adventuring and risk
Ideals: Philantrophist, Joker. Flaws: Racist. Bonds: Poor, Adventurer. Occupation: Jeweler
Voice: Sleepy voice
Attributes [hide]
Medium (5'5") Human, Neutral Good (CR 3)
Armor Class 9
Hit Points 16 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
6 (-2) | 8 (-1) | 10 (+0) | 11 (+0) | 11 (+0) | 12 (+1) |
Senses Passive Perception 10
Languages Common
Attacks Melee +0 / 1d8-2, Ranged +1 / 1d8-1, Grapple -1
Possessions: 300 gp.
Arnold Atherton, Male Human [Permalink]
Personal [hide]
Description: A well shaped man just over fifty, he is constantly adorned with expensive silk clothing, often dyed in bright grey and pastel, and wears rings and necklaces with large, colorful gems. His moppish red hair is in a traditional bowl cut. His eyes are likewise blue. His teeth are white and perfect.
Personality: He is always cheerful, even with a hangover, and is always willing to go through all sorts of trouble to help his friends. He considers everything a fun event and doesn't hold grudges. He is terrible with names forgetting people's names several times before they finally stick; this causes him no end of embarrassment.
History: The child of a Map Maker, who enjoyed hunting, Arnold was taken on many hunting expeditions. He was a friend to animals and a trickster. In his defense of animals however he would do severe harm to people. He moves from town to town, unable to find a place to settle.
Motivation: He is greedy; and wants to have a good time and be beloved
Ideals: Optimist. Flaws: Forgetful. Bonds: Rich, Attractive, Nature, Immigrant. Occupation: Fletcher
Voice: Uses lots of figures of speech
Attributes [hide]
Medium (5'3") Human, Neutral Good (CR 4)
Armor Class 9
Hit Points 10 (4d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 8 (-1) | 10 (+0) | 13 (+1) | 15 (+2) | 11 (+0) |
Senses Passive Perception 12
Languages Common, Dwarven
Attacks Melee +4 / 1d10+2, Ranged +1 / 1d10-1, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 6 | 6 | 3 | 0 |
Possessions: 600 gp.
Anselm Ramsey, 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 is perpetually draped in fineries, but all of this concealed by his earthly robes.. He keeps his long black hair kept up in a rat tail. He wears large thick round spectacles.
Personality: He is a Ruler first and foremost. He believes firmly that knowledge should be universal. He is a great chef.
History: Anselm was born in the west. At a young age he loved to build and create. A gifted student he started as a Locksmith, but he got bored and became a Ruler. He moves from town to town, unable to find a place to settle.
Motivation: To be a Locksmith again.
Ideals: Gifted, Persistence. Bonds: Attractive, Immigrant, Job. Occupation: Ruler
Voice: Draws out vowels
Attributes [hide]
Medium (5'6") Human, Neutral Good (CR 3)
Armor Class 13
Hit Points 21 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
7 (-2) | 16 (+3) | 11 (+0) | 18 (+4) | 13 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common, Gnoll, Terran, Draconic, Aquan
Attacks Melee +0 / 1d8-2, Ranged +5 / 1d8+3, Grapple +3
Possessions: Just what you see.
Gerard Morton, Male Human [Permalink]
Personal [hide]
Description: He is generally well dressed albeit a few years behind the times, and carries sickles. His hair is long and red with streaks of golden, and is pulled back with small tan clips. His beard is golden, braided, and well cared for. He wears large thick round spectacles.
Personality: He runs his personal life as if detached from it. He organizes appointments and outings based on perceived benefits he will get from it. He has no love for corruption and racketeering and views those as crimes of the highest magnitude.
History: Born to a Barkeep, his mother struggled to pay the bills. His spouse left him for another, whom he beat to an almost bloody pulp. He did not win them back, but he came to a realization. To get what you want from life, you must take it. Recently a tribe of orcs attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Gerard fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: To fight the greatest warriors and to fight in the greatest battles ever; and wants his loneliness to end
Ideals: Fighting, Justice. Flaws: Selfish. Bonds: Attractive, Poor. Occupation: Engraver
Voice: Italian accent
Attributes [hide]
Medium (5'9") Human, Neutral Good (CR 4)
Armor Class 13
Hit Points 43 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 16 (+3) | 16 (+3) | 8 (-1) | 11 (+0) | 15 (+2) |
Senses Passive Perception 10
Languages Common
Attacks Melee +1 / 1d10-1, Ranged +5 / 1d10+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 0 | 0 |
Possessions: 20 pp. 1 Bullseye lantern.
Ernest Bradley, Male Human [Permalink]
Personal [hide]
Description: He is wearing the road beaten gear of a warrior. He cuts an attractive figure and his suit of old armor is well cared for even if it is obsolete. His long silver hair is drawn into a two foot long braid. This blue eyed southerner is not easily forgotten.
Personality: He is enamored with his job. He loves it. He likes the challenge and he likes helping those less fortunate than him. He is obsessed with finding treasure.
History: Ernest lived on a farm with his father, near the main road leading to a nearby town. He made a point of taking high paying jobs and getting most of it up front. He has set out to sabotage the competition.
Motivation: To reunite with his old friends; and to be a herbalist again
Ideals: Fighting. Bonds: Attractive, Job, Adventurer, Family. Occupation: Miller
Voice: Dutch accent
Attributes [hide]
Medium (6'1") Human, Chaotic Good (CR 5)
Armor Class 10
Hit Points 30 (5d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 10 (+0) | 12 (+1) | 13 (+1) | 12 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common, Ignan
Attacks Melee +3 / 2d4+0, Ranged +3 / 2d4+0, Grapple +0
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 0 | 0 | 0 |
Possessions: 10000 cp.
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Their contribution stands as a beacon of hope for all adventurers!
