Ralf Spalding, Male Human [Permalink]
Personal [hide]
Description: This man is unhealthily muscled, almost every single one of his veins is visible when he is not flexing. His shirts and pants tend to be short and undersized for him due to the difficulty of finding a good tailor. He has moderate length silver hair. His violet eyes show the wear and tear of someone lonely with a great burden to carry.
Personality: He likes to fabricate stories about his past exploits and how crazy he is, but in actuality he is rather bland. He is a logical person and will generally grow upset if things defy logic and science.
History: Born to a Priest, his father struggled to pay the bills. He moved from fad to fad and when he turned 15 he discovered singing. He routinely visits covens of witches but complains that many are fraudulent and lack true knowledge of magic.
Motivation: Wants to work out more often; and to find somewhere to settle down
Ideals: Fighting, Athletic, Logical, Artistic. Flaws: Mundane. Bonds: Poor. Occupation: Animal Trainer
Voice: Sighs a lot, exhausted
Attributes [hide]
Medium (5'4") Human, Lawful Good (CR 3)
Armor Class 10
Hit Points 23 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 11 (+0) | 12 (+1) | 7 (-2) | 14 (+2) | 18 (+4) |
Senses Passive Perception 12
Languages Common
Attacks Melee +4 / 1d8+2, Ranged +2 / 1d8+0, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 0 | 0 | 0 | 0 | 0 |
Possessions: 400 gp. Finely wrought small gold bracelet (80 gp). Carved harp of exotic wood with ivory inlay and zircon gems (300 gp). Carved harp of exotic wood with ivory inlay and zircon gems (300 gp).
Trey Shirley, Male Human [Permalink]
Personal [hide]
Description: He appears as an extremely gaunt Human, and stands approximately 5'3". He tends to wear a large blue jacket, and his gloved hand is found clutching a kukri. He has a small bristly mustache and wavy chestnut hair. His face is full, his cheeks are rosy, and he always seems to sport a perfect smile and a twinkle in his hazel eyes.
Personality: Aggressive, abrasive, and angry, Trey embodies much of what other species detest in the Humans. He is however greedy and will demand payment and proof of collateral's value and will produce a merchant's scale to make sure he is not cheated out of a speck.
History: Trey 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. A gifted student he started as a Dyer, but he got bored and became a Blacksmith. He inherited the family business which he has now maintained for 13 years.
Motivation: Find a way to reverse the transformation of his brother; and his spouse's relatives view him with great suspicion
Ideals: Entrepeneur. Flaws: Antagonistic. Bonds: Attractive, Poor, Job, Family. Occupation: Blacksmith
Voice: Low rumbling, strings words together
Attributes [hide]
Medium (5'3") Human, Chaotic Good (CR 3)
Armor Class 10
Hit Points 12 (3d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 10 (+0) | 14 (+2) | 10 (+0) | 14 (+2) | 16 (+3) |
Senses Passive Perception 12
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +2 / 1d8+0, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 6 |
Possessions: 100 gp. 1 Masterwork Uncommon Weapon. 1 Masterwork Common Melee. 1 Masterwork Common Ranged Weapon.
Don Fidget, Male Human [Permalink]
Personal [hide]
Description: He tends to wear a heavy leather apron. Coupled with his rolled up shirt sleeves this gives him a very relaxed look. He carries a battered warhammer and tarnished rapier as well. His long chestnut hair is drawn into a two foot long braid. His face is feral with sharp distinguishing features. His spectacle hidden eyes are a deep blue.
Personality: He is a sleazy, sleazy guy. He has no qualms about using his powers of suggestion to get people to do what he wants. He is terrible with names forgetting people's names several times before they finally stick; this causes him no end of embarrassment.
History: His father raised him in a mountain cabin. Over the years he perfected his riding and shooting skills. He has drifted from career to career and currently works as a Merchant.
Motivation: To clean up the streets; and expand his business
Ideals: Fighting. Flaws: Forgetful. Bonds: Attractive, Nature, Job, Guardian. Occupation: Merchant
Voice: Old thin voice
Attributes [hide]
Medium (6'5") Human, Chaotic Good (CR 9)
Armor Class 10
Hit Points 42 (9d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 11 (+0) | 11 (+0) | 18 (+4) | 7 (-2) | 12 (+1) |
Senses Passive Perception 8
Languages Common, Halfling, Terran, Giant, Undercommon
Attacks Melee +6 / 3d4+3, Ranged +3 / 3d4+0, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 15 | 3 | 2 | 2 | 2 | 2 | 2 | 0 | 0 | 0 |
Possessions: 110 pp. Banded agate (5 gp). Eye agate (5 gp). Rhodochrosite (5 gp). Deep blue spinel (400 gp). Brown-green garnet (100 gp). Silver pearl (100 gp). 1 Minor magic item.
Aldous Dryden, Male Human [Permalink]
Personal [hide]
Description: Relatively heavier built than your average man, he is not imposing. He wears rags and sports a simple walking cane. With a patchy red beard and wild red hair. He has amber eyes and a red hat with a white feather.
Personality: He's a bit of a prankster. He knows he is clumsy and seen as such and will often feign amnesia after injury. 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, Aldous is combative with any and all who dare try his patience in the slightest.
History: Born to a pair of adventurers, Aldous grew up listening to his father's many stories. Through the years after Aldous was born, his father became increasingly distant from his family, instead choosing to pursue power in the south. Aldous's father didn't care for him much, and the feeling was mutual. Lacking all sense, he decided to go on an adventure. He picked a direction and started trekking.
Motivation: To share knowledge with the world; and he's repulsed by the pc
Ideals: Joker, Justice, Logical. Flaws: Antagonistic. Bonds: Poor, Adventurer. Occupation: Detective
Voice: Boston accent
Attributes [hide]
Medium (5'11") Human, Chaotic Good (CR 3)
Armor Class 10
Hit Points 6 (3d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 10 (+0) | 9 (-1) | 14 (+2) | 13 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common, Halfling, Abyssal
Attacks Melee +1 / 1d8-1, Ranged +2 / 1d8+0, Grapple +0
Possessions: 400 gp.
William Wakefield, Male Human [Permalink]
Personal [hide]
Description: Relatively heavier built than your average man, he is not imposing. He wears an old set of leather armor, nicked and torn by the ravages of time and battle. He wears his black hair up. His voice is smooth and creepy, always level, but somehow just slightly unnerving.
Personality: He takes his job very seriously, in part because he fears he cannot get a new one. He disdains his fellow southerners, claiming they make him look unintelligent just for using an accent.
History: Born in the south to a Performer, William learned a great deal about his mother's area of expertise. He worked as a nervous Performer and found it very stressful. He has gone from town to town till he finds a spot where he can set up a sustainable business.
Motivation: To be a Adventurer again; and expand his business
Flaws: Insane, PTSD. Bonds: Job, Immigrant. Occupation: Performer
Voice: Laughs frequently while speaking
Attributes [hide]
Medium (6'6") Human, Chaotic Good (CR 6)
Armor Class 11
Hit Points 25 (6d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 13 (+1) | 10 (+0) | 13 (+1) | 5 (-3) | 9 (-1) |
Senses Passive Perception 7
Languages Common, Elven
Attacks Melee +4 / 2d6+1, Ranged +4 / 2d6+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 3 | 3 | 2 | 0 |
Possessions: 100 pp. 1 Chain shirt. 1 Chain shirt.
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Their contribution stands as a beacon of hope for all adventurers!
