Bertram Anderton, Male Human [Permalink]
Personal [hide]
Description: He prefers to wear white pants and tee shirts. His skin is fair and his fingers are delicate and long. His red hair is braided into rings. His otherwise smooth face is marked with small tiny scars.
Personality: His tongue was cut out and he uses sign language. He is often prim and proper but will on occasion tell either really disgusting or offensive jokes, which seem out of character.
History: Bertram was born to in a poor docking district. He spent his early days working in the same smith shop his mother was employed at, doing general labor. When he came of age, he joined a caravan that would eventually take him to the capital. He would practice along the way and, when he arrived, be apprenticed to a Layabout. He became a Layabout soon after.
Motivation: He wants nothing more than to rejoin the army; and to be a barber again
Ideals: Joker. Flaws: Disease. Bonds: Poor, Job, Military. Occupation: Layabout
Voice: Spanish accent
Attributes [hide]
Medium (5'2") Human, Chaotic Good (CR 3)
Armor Class 11
Hit Points 6 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 13 (+1) | 7 (-2) | 15 (+2) | 10 (+0) | 11 (+0) |
Senses Passive Perception 10
Languages Common, Auran, Undercommon
Attacks Melee +3 / 1d8+1, Ranged +3 / 1d8+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 0 |
Possessions: 3000 cp.
Wymar Quinton, Male Human [Permalink]
Personal [hide]
Description: He likes to wear darkened spectacles and heavy clothing, no matter the weather. He has a small bristly mustache and wavy chestnut hair. He is very pretty but has cold, dead eyes.
Personality: He does not believe in betrayal or weakness as things to be tolerated. Wymar 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 took every job he could get his hands on, but the opportunities for Humans in the north were limited. He has set out to sabotage the competition.
Motivation: He is compelled to act according to his religious beliefs.
Ideals: Justice. Flaws: Hedonist. Bonds: Attractive, Immigrant. Occupation: Junk Dealer
Voice: Switch between two voices
Attributes [hide]
Medium (5'9") Human, Neutral Good (CR 7)
Armor Class 9
Hit Points 36 (7d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 8 (-1) | 13 (+1) | 9 (-1) | 12 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common
Attacks Melee +2 / 2d8-1, Ranged +2 / 2d8-1, Grapple -1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 6 | 4 | 3 |
Possessions: 60000 cp. 1 Minor magic item. 1 Minor magic item.
William Atterton, Male Human [Permalink]
Personal [hide]
Description: His left side is far more bruised and cut up than his other. He wears a black collared shirt and green pants. He accessorizes with a brown scarf around the waist and a strap diagonally across his shirt. His brown hair is well kept and his bushy mustache is tapered upwards at the ends. His green eyes are passionate and lively.
Personality: He is shy and timid. He has not had much interaction with people and is skittish around them. He pushes his goals aggressively. He is also a coward if confronted.
History: The child of a Shoemaker, who enjoyed hunting, William was taken on many hunting expeditions. When he was little, his rather wealthy family often ventured across the forest to a summer home near a ruined castle. He would wander through that ruined castle 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 forest due to the painful memories there. William took refuge in the ruined castle and found the beat up sai and armor he uses now. He was recently attacked on the road and savagely beaten by bandits.
Motivation: He is terrified, and will act out of fear; and he loathes his own lifestyle
Flaws: Ugly, Shy, Fearful, Depressed. Bonds: Nature. Occupation: Fortune-teller
Voice: Creaky witch voice
Attributes [hide]
Medium (5'1") Human, Neutral Good (CR 3)
Armor Class 13
Hit Points 20 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 17 (+3) | 10 (+0) | 12 (+1) | 16 (+3) | 13 (+1) |
Senses Passive Perception 13
Languages Common, Orc
Attacks Melee +3 / 1d8+1, Ranged +5 / 1d8+3, Grapple +3
Possessions: 1 Half-Plate. 1 Chain shirt.
Jocelyn Norton, Male Human [Permalink]
Personal [hide]
Description: He has the majority of his body covered in plate. He is portly but not overly obese. His red hair has been sun bleached extensively. His face is feral with sharp distinguishing features. His spectacle hidden eyes are a deep blue.
Personality: He takes his job very seriously, in part because he fears he cannot get a new one. He can see the true alignment of people by looking at them, and uses this to pass judgement.
History: Jocelyn was born to in a poor docking district. He spent his early days working in the same smith shop his father was employed at, doing general labor. He sought a place where he would be rewarded solely on the merits of his skills. This search led him directly into Fisher work with an outfit from a few towns over. Fisher work suited him well, and with each successful project, he earned more gold and more respect from his peers. He has set out to sabotage the competition.
Motivation: He made a deal with a demon which lead to his current lot in life, and he's becoming increasingly nervous about it; and balancing his hectic life and new fisher responsibilities is difficult
Ideals: Gifted. Bonds: Job, Poor, Debt. Occupation: Fisher
Voice: Cold and demanding tone
Attributes [hide]
Medium (6'2") Human, Lawful Good (CR 5)
Armor Class 12
Hit Points 37 (5d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 15 (+2) | 13 (+1) | 11 (+0) | 13 (+1) | 7 (-2) |
Senses Passive Perception 11
Languages Common
Attacks Melee +3 / 2d4+0, Ranged +5 / 2d4+2, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 5 | 3 | 2 | 1 |
Possessions: 400 gp. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Ernest Livingstone, Male Human [Permalink]
Personal [hide]
Description: He is a physically imposing light-skinned man. He wears a tattered pair of loose white pants, a matching torn shirt, and a visible pair of similar condition same color briefs. His blonde hair is matted, messy, and big. His hazel eyes are desperate and heavily dilated. He has the appearance of someone under the heavy influence of drugs.
Personality: He likes to make people angry or surprised. He has a small toy that he constantly fidgets with.
History: He was born at the edge of vast plains. Ernest liked to wander the woods near his home when he was young, something he still likes to do at least once a week. He never liked modest clothing or shoes, so he would wander the woods barefoot and lightly dressed, and he developed a good sense of balance and learned how to climb and swim well. He got away from his former life and has fallen to alcoholism.
Motivation: He's repulsed by the PC; and balancing his hectic life and new blacksmith responsibilities is difficult
Flaws: Ugly, Addict, Antagonistic. Bonds: Poor, Nature. Occupation: Blacksmith
Voice: Rolls R's
Attributes [hide]
Medium (6'3") Human, Neutral Good (CR 4)
Armor Class 11
Hit Points 26 (4d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 13 (+1) | 13 (+1) | 12 (+1) | 13 (+1) | 14 (+2) |
Senses Passive Perception 13
Languages Common, Draconic
Attacks Melee +4 / 1d10+2, Ranged +3 / 1d10+1, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 5 | 3 | 2 | 0 |
Possessions: 23000 sp. 1 Silver holy symbol. 1 Magnifying glass. 1 Silver holy symbol.
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