Gomory Tickle, Male Human [Permalink]
Personal [hide]
Description: He is an exceptionally muscular looking southern young adult. He is wearing a perfectly clean shirt and pair of pants. Beneath his clothing is a huge mess of scar tissue. His auburn hair is styled in orderly dreadlocks. He wears a mask on his face.
Personality: Gomory is depressed about a lot of things. He tends to be a nihilist. He refers to his adoptive mother for almost all things he is unsure about, which are numerous. He is very much still a child and has not developed a drive for self-dependency.
History: Gifted from a young age, Gomory studied abroad. Like his mother and his sister before him, after school he went straight into learning to become a Blacksmith. He has worked as a Blacksmith like his mother before him.
Motivation: Wants to open a new tavern; and to be a banker again
Ideals: Gifted. Flaws: Depressed. Bonds: Attractive, Slave, Family, Job. Occupation: Blacksmith
Voice: Uses lots of figures of speech
Attributes [hide]
Medium (5'11") Human, Lawful Good (CR 5)
Armor Class 12
Hit Points 34 (5d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 15 (+2) | 12 (+1) | 5 (-3) | 10 (+0) | 11 (+0) |
Senses Passive Perception 10
Languages Common
Attacks Melee +3 / 2d4+0, Ranged +5 / 2d4+2, Grapple +5
Possessions: 3000 sp. Iolite (80 gp).
Ernest Yeardley, Male Human [Permalink]
Personal [hide]
Description: A man with thick toned arms and a paunchy gut. He is wearing colorful clothing, dressed as a Roofer. With bright brown hair and a scraggly beard. He wears an eyepatch.
Personality: He seems absolutely devoid of it. He stares off into space and will respond with overly literal and minimalist answers to questions. He is terrible with names forgetting people's names several times before they finally stick; this causes him no end of embarrassment.
History: Sold as a small child to a brothel owner, Ernest was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. Ostracized due to the necromantic powers of his oldest brother, he and his siblings struck out on their own. In the process these unassuming Humans became a terror of the countryside. He was granted necromantic powers by his dying brother.
Motivation: He seems to be bored by most things; and to end his boredom
Ideals: Athletic, Gifted. Flaws: Ugly, Mundane, Forgetful. Bonds: Mentor. Occupation: Roofer
Voice: Stutters
Attributes [hide]
Medium (5'11") Human, Chaotic Good (CR 4)
Armor Class 13
Hit Points 47 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 16 (+3) | 16 (+3) | 14 (+2) | 11 (+0) | 9 (-1) |
Senses Passive Perception 10
Languages Common, Ignan, Giant
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: 17000 sp. 1 Minor magic item.
Gilbert Compton, Male Human [Permalink]
Personal [hide]
Description: He has a missing right arm. He wears very tight pants and wife beaters, though occasionally he sports a white coat. His brown hair has been sun bleached extensively. His eyes are likewise amber. His teeth are white and perfect.
Personality: He is a very philanthropic person; he spends his free time working at various soup kitchens. He is a ruthless business man, a trait he acquired from his father.
History: Gilbert was born with his father's beautiful face. When he was little, his rather wealthy family often ventured across the island to a summer home near a large cave. He would wander through that large cave 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 island due to the painful memories there. Gilbert took refuge in the large cave and found the beat up quarterstaff and armor he uses now. He bought a quarterstaff and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: To reunite with his absent father; and to prove his worth to the world
Ideals: Philantrophist, Entrepeneur. Bonds: Attractive, Nature. Occupation: Map Maker
Voice: Sensual and smooth
Attributes [hide]
Medium (6'4") Human, Chaotic Good (CR 7)
Armor Class 13
Hit Points 47 (7d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 16 (+3) | 15 (+2) | 14 (+2) | 12 (+1) | 16 (+3) |
Senses Passive Perception 11
Languages Common, Undercommon, Draconic
Attacks Melee +4 / 2d8+1, Ranged +6 / 2d8+3, Grapple +6
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 0 | 1 | 0 |
Possessions: 400 gp. 1 Minor magic item.
Gerard Barney, Male Human [Permalink]
Personal [hide]
Description: A man with a calm yet intense air about him, he is generally shirtless and showing off his tattooed chest. His hair is always cut to a buzz. His face is full, his cheeks are rosy, and he always seems to sport a perfect smile and a twinkle in his gray eyes.
Personality: Here is a man who knows he is the smartest in the room. He talks down to others constantly. On top of that he is swayed by a pretty face, and while loyalty to his employer will always come first he doesn't like to hit women.
History: Born in the north to a Fortune-teller, Gerard learned a great deal about his mother's area of expertise. He dropped out of school before completing his studies. He has gone from town to town working and never settling down anywhere, but has fallen for a local Spice Merchant. He hasn't told them the truth, but wants to settle down with them.
Motivation: To reunite with his old friends; and wants his loneliness to end
Ideals: Impeccable, Logical. Bonds: Attractive, Has a crush, Adventurer, Job. Occupation: Fortune-teller
Voice: Slow speaker
Attributes [hide]
Medium (5'7") Human, Chaotic Good (CR 4)
Armor Class 9
Hit Points 22 (4d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 8 (-1) | 12 (+1) | 10 (+0) | 7 (-2) | 11 (+0) |
Senses Passive Perception 8
Languages Common
Attacks Melee +4 / 1d10+2, Ranged +1 / 1d10-1, Grapple +2
Possessions: 400 gp. Blue quartz (9 gp). Pink pearl (110 gp). Rhodochrosite (9 gp).
Bertram Middleton, Male Human [Permalink]
Personal [hide]
Description: He is of a modest build and height, but he carries himself more imposing than he is. He dresses in collared shirts and wears a proper scarf over his head. He has no hair. His green eyes have a joyful gleam in them most of the time.
Personality: He is quiet and reserved most of the time, but warms up to people very quickly. Around friends he is liable to tell dirty jokes and enjoy himself. He pushes his goals aggressively. He is also a coward if confronted.
History: Born to a pair of adventurers, Bertram grew up listening to his mother's many stories. Being born in the north, he completed his medical training abroad so as to avoid the war. He returned after the war having achieved medical proficiency. He was a general practitioner in the north for years, until he, through no fault of his own, lost a patient who had a very powerful family. Rather than risk reprisal he made his way east. Due to his spouse's obsession with being a Baker they were divorced and he won custody of their son. He worked as a Seamstress, and he later adopted a second son.
Motivation: To reunite with his old friends; and to reunite with his absent mother
Ideals: Joker. Flaws: Ugly, Fearful. Bonds: Adventurer, Family. Occupation: Seamstress
Voice: Indian accent
Attributes [hide]
Medium (5'6") Human, Neutral Good (CR 4)
Armor Class 7
Hit Points 14 (4d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 5 (-3) | 11 (+0) | 9 (-1) | 14 (+2) | 10 (+0) |
Senses Passive Perception 12
Languages Common
Attacks Melee +5 / 1d10+3, Ranged -1 / 1d10-3, Grapple +5
Possessions: 7000 sp. Pink pearl (70 gp). Rhodochrosite (12 gp). Alexandrite (400 gp). Smoky quartz (40 gp). 1 Masterwork Common Ranged Weapon.
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