Richard Richie, Male Human [Permalink]
Personal [hide]
Description: A man with a warm, jovial air about him, he wears an old set of leather armor, nicked and torn by the ravages of time and battle. His hair is long and blonde with streaks of red, and is pulled back with small grey clips. His beard is red, braided, and well cared for. His face is scarred and worn.
Personality: He is overprotective of those who hire his services. He is skeptical of what others tell him and is slow to trust.
History: His necromantic talent manifested at a young age. Aiming to upstage a rival house, his parents had him trained. Ostracized due to the necromantic powers of his oldest sister, 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 sister.
Motivation: To protect his home; and to clean up the streets
Ideals: Gifted. Flaws: Ugly, Shy. Bonds: Guardian. Occupation: Tailor
Voice: Speaks with lips pursed
Attributes [hide]
Medium (5'11") Human, Chaotic Good (CR 4)
Armor Class 10
Hit Points 21 (4d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 11 (+0) | 15 (+2) | 7 (-2) | 13 (+1) | 9 (-1) |
Senses Passive Perception 11
Languages Common
Attacks Melee +2 / 1d10+0, Ranged +2 / 1d10+0, Grapple +0
Possessions: 16000 cp. 3 Smokesticks. 6 Acid flasks. 2 Antitoxin. 3 Alchemist’s fire.
Robert Everleigh, Male Human [Permalink]
Personal [hide]
Description: His skin has the orange glow of too much sun. He is dressed in a clean black cloak covering his clean studded leather. His brown hair is singed and shortened. His violet eyes lackadaisically let the world flow into them.
Personality: He likes to brag about his accomplishments and constantly tries to beat others to the punch. He is often prim and proper but will on occasion tell either really disgusting or offensive jokes, which seem out of character.
History: He was raised happily, as a normal child born to his father and mother. His father taught him the rudiments of the Architect arts, while his mother instructed him in etiquette, music and courtly manner. Through the years after Robert was born, his father became increasingly distant from his family, instead choosing to pursue power in the south. Robert's father didn't care for him much, and the feeling was mutual. 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.
Ideals: Passionate, Joker. Flaws: Ugly, Antagonistic. Bonds: Rich. Occupation: Architect
Voice: pre-pubescent
Attributes [hide]
Medium (5'5") Human, Neutral Good (CR 3)
Armor Class 12
Hit Points 21 (3d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 14 (+2) | 13 (+1) | 13 (+1) | 15 (+2) | 15 (+2) |
Senses Passive Perception 12
Languages Common, Infernal
Attacks Melee +3 / 1d8+1, Ranged +4 / 1d8+2, Grapple +2
Possessions: 900 sp.
Rolf Wakefield, Male Human [Permalink]
Personal [hide]
Description: He is dressed in a clean black cloak covering his clean studded leather. He carries with him a set of scimitars on his belt, each one with a jet on the hilt. His chestnut hair is cut jaggedly and amateurishly. He wears round tiny glasses practically rammed into his face.
Personality: Overbrimming with self-confidence, Rolf isn't afraid of most anything. He has a strong dislike to people who do not believe in Human unity. His respect, as difficult as one would find it to earn, is unwavering; those who more than prove themselves to him, a bar set well above any reasonable standard, he tolerates in varying degrees. Though less modest and more hasty in his reactions to snap at those who irritate him, Rolf is combative with any and all who dare try his patience in the slightest.
History: His psionic talent manifested at a young age. Aiming to upstage a rival house, his parents had him trained. He was married off to the eldest child of a minor noble. His spouse died of illness and he inherited everything. He now mingles about in high society.
Motivation: He doesn't get along with people that don't share his tastes; and to fight the greatest warriors and to fight in the greatest battles ever
Ideals: Fighting, Impeccable, Justice, Gifted. Bonds: Rich. Occupation: Mayor
Voice: Scandinavian accent
Attributes [hide]
Medium (6'6") Human, Lawful Good (CR 4)
Armor Class 10
Hit Points 9 (4d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 10 (+0) | 8 (-1) | 12 (+1) | 14 (+2) | 13 (+1) |
Senses Passive Perception 12
Languages Common, Auran
Attacks Melee +2 / 1d10+0, Ranged +2 / 1d10+0, Grapple +0
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 3 | 2 | 2 |
Possessions: 7000 sp. Zircon (50 gp). Star ruby (800 gp). Deep blue spinel (1100 gp).
Geoffrey Oakley, Male Human [Permalink]
Personal [hide]
Description: A thin man, he clearly needs to put on some weight, but he still has a lot of muscle. He wears a simple burlap shirt and baggy pants. He conceals his pickaxe with his veritable burlap sack of a shirt. His hair is cut close to his head. He is missing an eye and his face is severely sunburned. His one remaining eye shines brown.
Personality: Geoffrey wants to be seen as a stoic, levelheaded, noble Druid, so he tries to act the part. He does a good job, for the most part... His temper goes off on the smallest of things. He tends to lash out at those around him.
History: His parents moved while he was still in utero so he is the first generation to be born here. Through the years after Geoffrey was born, his mother became increasingly distant from his family, instead choosing to pursue power in the south. Geoffrey's mother didn't care for him much, and the feeling was mutual. He moves from town to town, unable to find a place to settle.
Motivation: Wants to work out more often; and wants to open a new tavern
Ideals: Athletic, Disciplined. Flaws: Ugly, Antagonistic. Bonds: Immigrant. Occupation: Fisher
Voice: Slurs words
Attributes [hide]
Medium (5'6") Human, Neutral Good (CR 6)
Armor Class 10
Hit Points 25 (6d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 11 (+0) | 11 (+0) | 9 (-1) | 18 (+4) | 11 (+0) |
Senses Passive Perception 14
Languages Common
Attacks Melee +5 / 2d6+2, Ranged +3 / 2d6+0, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 15 | 5 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 |
Possessions: Just what you see.
John Windsor, Male Human [Permalink]
Personal [hide]
Description: This petite short man is perpetually holding a tea of some kind. He likes to wear ponchos typically of a light red in addition to tight pants, marred by teas. He has done his best to style his black hair to look like a famous performer. His blue eyes are desperate and heavily dilated. He has the appearance of someone under the heavy influence of drugs.
Personality: He is a pretentious jerk insisting that modern society is full of problems and should revert to a simpler time. John enjoys physical pleasures, and is well known for his love of warm baths in the hot springs near the town.
History: His parents moved while he was still in utero so he is the first generation to be born here. He sought a place where he would be rewarded solely on the merits of his skills. This search led him directly into Mayor work with an outfit from a few towns over. Mayor work suited him well, and with each successful project, he earned more gold and more respect from his peers. He's also a talented Mason, but doesn't like to broadcast it.
Motivation: Balancing his hectic life and new Mayor responsibilities is difficult; and to be a mason again
Flaws: Ugly, Addict, Antagonistic, Hedonist. Bonds: Immigrant, Job. Occupation: Mayor
Voice: Thin and wheezing
Attributes [hide]
Medium (5'8") Human, Chaotic Good (CR 3)
Armor Class 13
Hit Points 15 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
5 (-3) | 17 (+3) | 8 (-1) | 12 (+1) | 14 (+2) | 11 (+0) |
Senses Passive Perception 12
Languages Common, Elven
Attacks Melee -1 / 1d8-3, Ranged +5 / 1d8+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 4 | 2 | 1 | 0 | 0 |
Possessions: 100 gp. 1 Darkwood Shield. 1 Chain shirt.
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