Roger Mitchell, Male Human [Permalink]
Personal [hide]
Description: This petite short man is perpetually holding a chocolate of some kind. He is bundled in multiple layers and is prepared for a desert trek wearing a turban that covers his face most of the time, marred by chocolates. His white hair is greying along the sides and has receded to reveal a widow's peak. His face is scarred and worn.
Personality: A deeply religious man he believes everything happens for a reason. 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: His arcane talent manifested at a young age. Aiming to upstage a rival house, his parents had him trained. He was an adventurer many years ago and he formed a blood bond with his Human companion (his 'brother'). He has dedicated himself to building a better world.
Motivation: Obtaining odd cultural Human artifacts is his passion; and he is compelled to act according to his religious beliefs
Ideals: Gifted. Flaws: Ugly. Bonds: Religious, Has a crush, Adventurer. Occupation: Spy
Voice: Loud with bravado
Attributes [hide]
Medium (6'2") Human, Chaotic Good (CR 5)
Armor Class 10
Hit Points 28 (5d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 11 (+0) | 14 (+2) | 13 (+1) | 14 (+2) | 12 (+1) |
Senses Passive Perception 12
Languages Common, Terran
Attacks Melee +3 / 2d4+0, Ranged +3 / 2d4+0, Grapple +0
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 3 | 2 | 2 | 2 |
Possessions: 1 Minor magic item. 1 Minor magic item.
Gerald Stanton, Male Human [Permalink]
Personal [hide]
Description: This man is tall and muscular. He wears a fancy pastel suit. He keeps his auburn hair in a pixie cut. This violet eyed southerner is not easily forgotten.
Personality: He is shy and timid. He has not had much interaction with people and is skittish around them. He is a thrill seeker, he laughs at people and throws down challenges. He is highly competitive and combative.
History: He was born on a small isolated farm. When he was little, his rather wealthy family often ventured across the island 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 island due to the painful memories there. Gerald took refuge in the ruined castle and found the beat up scimitar and armor he uses now. He knows his nephew is from a royal line that had remained secret for centuries, but promised not to tell anyone. So far, no-one knows but him.
Motivation: He desires power and/or immortality; and meet up once more with his childhood friend
Ideals: Athletic. Flaws: Shy. Bonds: Attractive, Adventurer, Nature, Rich. Occupation: Cook
Voice: Pronounces difficult words wrong
Attributes [hide]
Medium (5'10") Human, Chaotic Good (CR 4)
Armor Class 9
Hit Points 37 (4d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 9 (-1) | 18 (+4) | 6 (-2) | 13 (+1) | 18 (+4) |
Senses Passive Perception 11
Languages Common
Attacks Melee +4 / 1d10+2, Ranged +1 / 1d10-1, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 5 | 3 | 2 | 0 |
Possessions: 500 gp.
Thomas Palomarez, Male Human [Permalink]
Personal [hide]
Description: This northern man likes to wear darkened spectacles and heavy clothing, no matter the weather. His clothes are grease stained in places. He has auburn hair. He wears round tiny glasses practically rammed into his face.
Personality: Calm and collected, he is a well trained Blacksmith. As long as the job gets done he does not care how it got done.
History: Born in a small village he learned the ways of the warrior from his mother. When money was particularly tight he was walking through alleys when he overheard a Blacksmith hiring some criminals to sabotage a competitor. He made his way to the other competitor and parlayed his knowledge into a job. He has set out to sabotage the competition.
Motivation: Balancing his hectic life and new Blacksmith responsibilities is difficult; and to be a navigator again
Ideals: Professionalism, Fighting. Bonds: Poor, Immigrant, Job. Occupation: Blacksmith
Voice: Uses sign language
Attributes [hide]
Medium (6'1") Human, Lawful Good (CR 8)
Armor Class 7
Hit Points 52 (8d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 5 (-3) | 14 (+2) | 14 (+2) | 9 (-1) | 10 (+0) |
Senses Passive Perception 9
Languages Common, Dwarven, Undercommon
Attacks Melee +5 / 2d10+2, Ranged +0 / 2d10-3, Grapple +2
Possessions: 1300 gp. Ceremonial electrum dagger with a star ruby in the pommel (900 gp). Solid gold idol (800 gp). 1 Minor magic item. 1 Minor magic item.
Simon Myerscough, Male Human [Permalink]
Personal [hide]
Description: He wears a tan tunic with black highlights, and long brown pants that bunch up around his shoes. His white hair is lengthy. His eyes are amber and catlike.
Personality: He barks his statements quickly and with little fuss. He prefers small words and is at his heart utilitarian. He is cautious and jumpy. He reacts to every sound and lacks any concept of subtlety.
History: He was born a particularly ugly child, much to the horror of his parents. Being born in the north, he completed his medical training abroad so as to avoid the war. He returned after the war having achieved medical proficiency. He was a general practitioner in the north for years, until he, through no fault of his own, lost a patient who had a very powerful family. Rather than risk reprisal he made his way west. Due to his spouse's obsession with being a Dyer they were divorced and he won custody of their son. He worked as a Doctor, and he later adopted a second son.
Motivation: His relatives are trying to arrange a marriage; and he is currently in port desperately looking for someone to get him out
Flaws: Terse, Fearful, Ugly. Bonds: Family, Slave. Occupation: Doctor
Voice: Relaxed voice
Attributes [hide]
Medium (6'6") Human, Chaotic Good (CR 6)
Armor Class 10
Hit Points 22 (6d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
7 (-2) | 11 (+0) | 12 (+1) | 16 (+3) | 17 (+3) | 12 (+1) |
Senses Passive Perception 13
Languages Common, Ignan, Sylvan, Draconic
Attacks Melee +1 / 2d6-2, Ranged +3 / 2d6+0, Grapple +0
Possessions: 100 gp. A miniature golden chest with tiny emeralds lining the top (90 gp). Embroidered silk and velvet mantle with numerous moonstones (1500 gp).
Gomory Quinton, Male Human [Permalink]
Personal [hide]
Description: He has a missing left arm. He wears a black costume with the symbols of his god on his torso. His red hair is cut short with large spiked bangs in the front. He wears a mask on his face.
Personality: He likes to fabricate stories about his past exploits and how crazy he is, but in actuality he is rather bland. He disdains his fellow easterners, claiming they make him look unintelligent just for using an accent.
History: When he was but 6 years old his parents immigrated from the east. Because his mother participated in the massacre of their homeland, brigands burned their ranch to the ground and forced them out. He was preparing to flee to the east, but the outbreak of war prevented him and his father from journeying east to reunite his family. He has taken up leadership of the village's small militia in response to brigands demanding more tribute than usual.
Motivation: To find somewhere to settle down; and many brigands want him driven away
Flaws: Mundane, Insomniac. Bonds: Immigrant, Enemies. Occupation: Shoemaker
Voice: Slurs words
Attributes [hide]
Medium (5'11") Human, Lawful Good (CR 3)
Armor Class 8
Hit Points 11 (3d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
7 (-2) | 6 (-2) | 8 (-1) | 13 (+1) | 11 (+0) | 11 (+0) |
Senses Passive Perception 10
Languages Common, Gnome
Attacks Melee +0 / 1d8-2, Ranged +0 / 1d8-2, Grapple -2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 3 | 1 | 0 | 0 |
Possessions: 400 gp.
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