Ernest Hayhurst, Male Human [Permalink]
Personal [hide]
Description: He dresses in white turtlenecks beneath a pastel coat with green slacks, and he perpetually has his glaive ready. His brown hair is kept up in a ponytail inside a deerstalker hat. His face is full, his cheeks are rosy, and he always seems to sport a perfect smile and a twinkle in his green eyes.
Personality: He has two modes he varies between. On the job he is cold, steely and emotionless. Off the job he is a party animal. He spends most of his days drinking in the Inn, the rowdiest and most dangerous establishment in town. There he gambles, wrestles and listens to stories told by travelers.
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. In the meantime he has taken over work as a Butcher and occasionally as a mercenary.
Motivation: Expand his business; and he'd like to take his coworkers down a peg
Ideals: Fighting, Gifted. Bonds: Attractive, Job, Adventurer. Occupation: Butcher
Voice: Italian accent
Attributes [hide]
Medium (5'3") Human, Lawful Good (CR 6)
Armor Class 8
Hit Points 39 (6d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 7 (-2) | 13 (+1) | 13 (+1) | 13 (+1) | 8 (-1) |
Senses Passive Perception 11
Languages Common, Abyssal
Attacks Melee +7 / 2d6+4, Ranged +1 / 2d6-2, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 0 | 1 | 0 | 0 |
Possessions: 6000 sp.
Trym Sheldon, Male Human [Permalink]
Personal [hide]
Description: A man with a friendly, welcoming air about him, he has the majority of his body covered in plate. He has a small bristly mustache and wavy brown hair. His green eyes dart from person to person to random spaces in the air.
Personality: He is witty, but his monotone delivery comes off as unnerving He feeds upon the attention of others.
History: Born to a poor family in the city he treasured whatever gifts he got. In his formative years he discovered how persuasive he was. He began using that to his advantage selling useless wares at inflated prices. He now has a substantial network of resources ranging from contacts to ships to peers.
Motivation: Retire the richest man in the east; and wants to have a good time and be beloved
Ideals: Joker, Entrepeneur. Bonds: Attractive, Poor. Occupation: Tailor
Voice: Excited and jittery
Attributes [hide]
Medium (6'1") Human, Chaotic Good (CR 5)
Armor Class 14
Hit Points 30 (5d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 18 (+4) | 15 (+2) | 14 (+2) | 4 (-3) | 17 (+3) |
Senses Passive Perception 7
Languages Common, Gnome, Orc
Attacks Melee +6 / 2d4+3, Ranged +7 / 2d4+4, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 3 | 3 | 1 | 0 | 0 |
Possessions: Alexandrite (800 gp). Star ruby (600 gp). White opal (600 gp).
Odo Beitz, Male Human [Permalink]
Personal [hide]
Description: A man with a friendly, welcoming air about him, he wears dark leathers with embroidery. With bright silver hair and a scraggly beard. He wears round tiny glasses practically rammed into his face.
Personality: He is highly sensitive about his name. He loathes it, but will not take any guff about it from anyone. He is however nostalgic and wants to reunite with his old comrades. He has some compunction and patriotism and will work for the government before all other clients.
History: Sold as a small child to a necromancer, Odo was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. When he was little, his rather wealthy family often ventured across the desert 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 desert due to the painful memories there. Odo took refuge in the large cave and found the beat up ceremonial dagger and armor he uses now. He became a plane-shifter, and is stopping over on this plane for a brief visit.
Motivation: Nothing but the best is good enough for him; and he has passion for adventuring and risk
Ideals: Impeccable. Flaws: Sensitive. Bonds: Adventurer, Mentor, Nature. Occupation: Apothecary
Voice: Speaks with a cold
Attributes [hide]
Medium (5'4") Human, Neutral Good (CR 5)
Armor Class 12
Hit Points 27 (5d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 15 (+2) | 14 (+2) | 7 (-2) | 18 (+4) | 11 (+0) |
Senses Passive Perception 14
Languages Common
Attacks Melee +4 / 2d4+1, Ranged +5 / 2d4+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 15 | 3 | 2 | 1 | 0 | 0 | 0 |
Possessions: Just what you see.
Guy Heiser, Male Human [Permalink]
Personal [hide]
Description: This man wears dull green sweaters, loose black pants, and alligator leather shoes. Beneath his sweater he keeps a concealed sai, just in case, and sports empty pouches on his belt. His hair is always cut to a buzz. He wears a mask on his face.
Personality: Prone to second guessing himself, he comes off as nervous. He is a big fan of imagination and believes people should spend more time reading and writing.
History: He was born on a small isolated farm. Guy 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 has gone from town to town working and never settling down anywhere, but has fallen for a local Healer. He hasn't told them the truth, but wants to settle down with them.
Motivation: He has a rivalry with the Church that dominates his actions; and he wants to get laid
Ideals: Logical. Flaws: Shy. Bonds: Nature, Has a crush, Religious. Occupation: Dyer
Voice: Old Prospector
Attributes [hide]
Medium (6'2") Human, Chaotic Good (CR 4)
Armor Class 14
Hit Points 27 (4d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 18 (+4) | 17 (+3) | 10 (+0) | 16 (+3) | 14 (+2) |
Senses Passive Perception 15
Languages Common
Attacks Melee +1 / 1d10-1, Ranged +6 / 1d10+4, Grapple +5
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 6 |
Possessions: 600 gp.
Anthony Rayden, Male Human [Permalink]
Personal [hide]
Description: Wearing a closed helm and plate, one would not know what he was had he not made sure his armor was more form fitting than normal. Outside of the suit he wears a robe, a symbol of his god around his neck, and a flail on his belt. His long brown hair reaches down to his waist. His eyes are brown.
Personality: He is business-like. He takes instructions and follows them to the letter. He has no love for corruption and racketeering and views those as crimes of the highest magnitude.
History: A powerful brothel owner made him what he is. 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. He has made many enemies by not giving into corruption and outing many instances of it.
Motivation: He desires power and/or immortality; and to fight the greatest warriors and to fight in the greatest battles ever
Ideals: Fighting, Professionalism, Justice. Bonds: Mentor. Occupation: Guard
Voice: Mousy voice
Attributes [hide]
Medium (6'2") Human, Lawful Good (CR 4)
Armor Class 10
Hit Points 6 (4d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 10 (+0) | 9 (-1) | 18 (+4) | 13 (+1) | 14 (+2) |
Senses Passive Perception 13
Languages Common, Aquan, Sylvan, Abyssal, Auran
Attacks Melee +5 / 1d10+3, Ranged +2 / 1d10+0, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 14 | 4 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
Possessions: 100 gp.
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