Arnold Badger, Male Human [Permalink]
Personal [hide]
Description: He sports grey clothing, slightly heavier than average wear. He has relatively dark skin and is very physically imposing due to his abundance of muscles. He has dyed his greying chestnut hair a little too much giving a sharp chestnut color. He has green eyes and a grey hat with a blue feather.
Personality: Aside from being a little slow due to sleep deprivation he is generally quite perceptive. He notices little details and can draw good conclusions from them. 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: He was raised in a mountains tribe. Arnold was born on a far eastern mountains where he grew up under the tutelage of his father, an expert Detective. He has dedicated himself to building a better world.
Motivation: Wants a kiss; and a need for knowledge about a nearby landmark
Flaws: Insomniac. Bonds: Has a crush, Adventurer, Nature, Immigrant. Occupation: Detective
Voice: Speaks in third person
Attributes [hide]
Medium (6'1") Human, Lawful Good (CR 4)
Armor Class 8
Hit Points 37 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 7 (-2) | 15 (+2) | 13 (+1) | 15 (+2) | 9 (-1) |
Senses Passive Perception 12
Languages Common, Ignan
Attacks Melee +1 / 1d10-1, Ranged +0 / 1d10-2, Grapple -1
Possessions: 28000 cp. 1 Masterwork Uncommon Weapon. 1 Masterwork Common Melee. 1 Masterwork Uncommon Weapon. 1 Masterwork Common Melee.
Percival Snape, Male Human [Permalink]
Personal [hide]
Description: His skin is bronze and flawless. He is generally shirtless and showing off his tattooed chest. He is an epitome of beauty. His white hair is well kept and his bushy mustache is tapered upwards at the ends. His blue eyes are passionate and lively.
Personality: He believes mankind has become decadent and spoiled by the march of civilization and an end should come to life as we know it. 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: A powerful slaver made him what he is. Percival 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 remains aloof and afraid to be himself due to all the ideals others have placed upon him.
Motivation: To clean up the streets; and to reunite with his old friends
Flaws: Shy. Bonds: Attractive, Nature, Adventurer, Mentor, Guardian. Occupation: Bellfounder
Voice: Tuts and clicks tongue
Attributes [hide]
Medium (5'5") Human, Chaotic Good (CR 4)
Armor Class 13
Hit Points 16 (4d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 17 (+3) | 12 (+1) | 7 (-2) | 14 (+2) | 15 (+2) |
Senses Passive Perception 12
Languages Common
Attacks Melee +3 / 1d10+1, Ranged +5 / 1d10+3, Grapple +4
Possessions: 7000 sp. Eye agate (16 gp). Alexandrite (800 gp). Lapis lazuli (16 gp). 1 Half-Plate. 1 Masterwork Light steel shield. 1 Half-Plate. 1 Half-Plate.
Hugh Yardley, Male Human [Permalink]
Personal [hide]
Description: He is in excellent shape and wears professional attire. His red hair is styled in orderly dreadlocks. His face is feral with sharp distinguishing features. His spectacle hidden eyes are a deep green.
Personality: He is overprotective of those who hire his services. He has zero loyalty and will suck up to whomever is within range, in the hopes of being moved to a better position.
History: Sold as a small child to a brothel owner, Hugh was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. In his 18th year, while out on a day-trip, he returned to find his hometown burning and destroyed. He found his mother impaled in their home, and his father beheaded. He saw the man who walked out, and charged him in a blind rage. The man easily evaded and defeated him, leaving him to live broken and terrified. He has gone from town to town working and never settling down anywhere, but has fallen for a local Mercenary. He hasn't told them the truth, but wants to settle down with them.
Motivation: Wants to work out more often.
Ideals: Athletic. Flaws: Fearful. Bonds: Attractive, Guardian, Mentor. Occupation: Sailor
Voice: Dutch accent
Attributes [hide]
Medium (5'6") Human, Lawful Good (CR 5)
Armor Class 11
Hit Points 39 (5d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 13 (+1) | 16 (+3) | 12 (+1) | 12 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common, Undercommon
Attacks Melee +6 / 2d4+3, Ranged +4 / 2d4+1, Grapple +3
Possessions: 400 gp. Fire opal pendant on a fine gold chain (1400 gp). Cloth of gold vestments (180 gp). Solid gold idol (1100 gp).
Ralf Emsworth, Male Human [Permalink]
Personal [hide]
Description: He is generally well dressed albeit a few years behind the times. His attire stands in sharp contrast to his bow, which is beautifully polished and possesses an ornate carving of a cross on it. He wears a wide-brimmed hat to hide his balding. His face possesses mild wrinkles. His smile is extraordinarily sincere though he does not smile often.
Personality: He is quiet and anti-social and can barely make it a few minutes in conversation before his hampering stammer kicks in. He works hard and plays hard.
History: He is the product a well kept family trust fund and as such has never really known need. Since his father passed away years ago, his mother had doted on him, and he came to think her himself as special and better than other people in town. A notion that was reinforced by his attractiveness, a trait in which he easily excels the other men of his town. Days after completing his studies, news broke out that his hometown was attacked by dire rats. Ralf was horrified and prayed that his mother was alright. However, he heard that his mother had died fighting off the dire rats.
Motivation: He wants revenge against dire rats.
Flaws: Shy, Hedonist. Bonds: Attractive, Rich, Enemies. Occupation: Gardener
Voice: Prounounces S like Z
Attributes [hide]
Medium (5'8") Human, Chaotic Good (CR 3)
Armor Class 11
Hit Points 24 (3d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 13 (+1) | 16 (+3) | 10 (+0) | 11 (+0) | 14 (+2) |
Senses Passive Perception 10
Languages Common
Attacks Melee +2 / 1d8+0, Ranged +3 / 1d8+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 3 |
Possessions: 2500 sp. 1 Masterwork Common Melee.
Patrick Quinton, Male Human [Permalink]
Personal [hide]
Description: He is a paragon of his species. He is larger and stronger than most Humans. His skin is light but he possesses many brown ritualistic tattoos. He wears an amalgamation of clothes and depending on the season will wear more layers of the continuing hodge podge. He has no hair. He wears large thick round spectacles.
Personality: He likes to fabricate stories about his past exploits and how crazy he is, but in actuality he is rather bland. His home and work are filled with various knick knacks he has acquired through the years. He cares a great deal for his adopted teenage son.
History: Patrick hails from a village terrorized by drow. Before the accident, he was one of the most outspoken anti-Human activists. He was mortally wounded, saved by a kind and fast-acting Human doctor. He has taken up leadership of the village's small militia in response to drow demanding more tribute than usual.
Motivation: He's in love; and he wants to get laid
Flaws: Ugly, Mundane, Racist. Bonds: Family, Enemies, Has a crush. Occupation: Locksmith
Voice: Low rumbling, strings words together
Attributes [hide]
Medium (6'4") Human, Lawful Good (CR 6)
Armor Class 12
Hit Points 19 (6d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 15 (+2) | 11 (+0) | 14 (+2) | 12 (+1) | 10 (+0) |
Senses Passive Perception 11
Languages Common, Druidic, Infernal
Attacks Melee +2 / 2d6-1, Ranged +5 / 2d6+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 3 | 3 | 1 |
Possessions: 30000 cp.
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