Anselm Chester, Male Human [Permalink]
Personal [hide]
Description: He is lean but muscular and wears a fancy black suit. He has styled his red hair well, parting it to the left. His green eyes lackadaisically let the world flow into them.
Personality: He thrives on attention. He does whatever is in his power to gain the attention of whomever he deems a fit date. He is an amazing painter.
History: His arcane talent manifested at a young age. Aiming to upstage a rival house, his parents had him trained. From there he went from mercenary job to mercenary job. 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: Retire the richest man in the south; and to reunite with his old friends
Ideals: Gifted, Entrepeneur. Flaws: Insane. Bonds: Attractive, Adventurer, Rich. Occupation: Detective
Voice: Speaks with back of mouth
Attributes [hide]
Medium (5'2") Human, Neutral Good (CR 6)
Armor Class 12
Hit Points 37 (6d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 15 (+2) | 17 (+3) | 16 (+3) | 13 (+1) | 15 (+2) |
Senses Passive Perception 14
Languages Common, Gnoll, Auran, Giant
Attacks Melee +5 / 2d6+2, Ranged +5 / 2d6+2, Grapple +2
Possessions: 800 gp. Silver comb with moonstones (800 gp). Carved harp of exotic wood with ivory inlay and zircon gems (1200 gp). Embroidered and bejeweled glove (1000 gp).
Everard Warwick, Male Human [Permalink]
Personal [hide]
Description: 5'8" and muscular, this western man wears tight fitting pants and leather jackets. He usually doesn't wear a shirt. His auburn hair is heavily combed to the left. His violet eyes dart around the room hyper actively observing anyone and anything.
Personality: He is unhospitable to his core. His small house has "No trespassing" Signs all over it. He does not regard money as being a problem because it has never been a problem for him. He lives in a bit of an ivory tower believing all problems are one quick intervention away from being solved.
History: Everard was raised in a hard working conservative environment. He was an athlete and attended two major summer competitions. He never won. He leaves a trail of broken hearts and full pockets wherever he goes.
Motivation: Nothing but the best is good enough for him; and money/treasure
Ideals: Athletic, Impeccable. Flaws: Antagonistic. Bonds: Rich, Job, Attractive. Occupation: Merchant
Voice: Sensual and smooth
Attributes [hide]
Medium (5'8") Human, Chaotic Good (CR 6)
Armor Class 13
Hit Points 9 (6d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 16 (+3) | 7 (-2) | 15 (+2) | 14 (+2) | 9 (-1) |
Senses Passive Perception 12
Languages Common, Auran, Abyssal
Attacks Melee +3 / 2d6+0, Ranged +6 / 2d6+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 3 | 3 | 1 | 0 | 0 |
Possessions: 30000 cp.
Gilbert Colton, Male Human [Permalink]
Personal [hide]
Description: He is a mite stocky and is generally well dressed albeit a few years behind the times. His hair is blonde, silky, and of moderate length. He has a tattooed face.
Personality: He thrives on attention. He does whatever is in his power to gain the attention of whomever he deems a fit date. He is obsessed with a lost civilization.
History: A powerful necromancer made him what he is. 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. Gilbert took refuge in the large cave and found the beat up axe and armor he uses now. He has drifted apart from his friends and has been working freelance. Each gave each other a copy of their signature axe.
Motivation: He wants random interesting trinkets and junk, hates to throw anything away; and he has passion for adventuring and risk
Flaws: Greedy. Bonds: Attractive, Adventurer, Mentor, Nature. Occupation: Gardener
Voice: Tuts and clicks tongue
Attributes [hide]
Medium (5'1") Human, Chaotic Good (CR 8)
Armor Class 12
Hit Points 17 (8d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 15 (+2) | 8 (-1) | 18 (+4) | 8 (-1) | 15 (+2) |
Senses Passive Perception 9
Languages Common, Celestial, Goblin, Druidic, Elven
Attacks Melee +4 / 2d10+1, Ranged +5 / 2d10+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 15 | 4 | 4 | 3 | 3 | 2 | 0 | 0 | 0 | 0 |
Possessions: 80 pp.
Odo Perry, Male Human [Permalink]
Personal [hide]
Description: Relatively heavier built than your average man, he is not imposing. He wears tight fitting clothing which further accentuates his frame. His chestnut hair is lengthy and is close to two feet long. He is very pretty but has cold, dead eyes.
Personality: He snorts whenever he laughs or is feeling confident. He lacks moral complications. He does what he is told to by employers but not much else. He spends his money on whatever he fancies at the time.
History: When he was but 8 years old his parents immigrated from the north. After coming to the age of reason, Odo took it upon himself to study the necromantic arts in their entirety; because of this, he was labeled a dark omen and banished from his homeland. He has drifted from career to career and currently works as a Architect.
Motivation: Expand his business; and wants to raise his children well
Ideals: Gifted. Bonds: Attractive, Job, Immigrant, Family. Occupation: Architect
Voice: Sighs a lot, exhausted
Attributes [hide]
Medium (5'10") Human, Lawful Good (CR 3)
Armor Class 10
Hit Points 26 (3d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 11 (+0) | 7 (-2) | 10 (+0) | 12 (+1) | 15 (+2) |
Senses Passive Perception 11
Languages Common
Attacks Melee +4 / 1d8+2, Ranged +2 / 1d8+0, Grapple +2
Possessions: 20000 cp.
Drogo Darby, Male Human [Permalink]
Personal [hide]
Description: He wears just a violet suit, and he perpetually has his greatsword ready. His white hair is slicked back into a classic pompadour. His hazel eyes have a joyful gleam in them most of the time.
Personality: He tends to agree with only himself unless someone else's opinion sounds like he can profit from it. He tries to control his temper but he can't always stop himself from what he feels what must be done. He refers to his adoptive father for almost all things he is unsure about, which are numerous. He is very much still a child and has not developed a drive for self-dependency.
History: He served in the navy to pay for his family's outstanding loans. One day when Drogo was young, his father was sewing while trying to overcome the flu, when suddenly his father dropped to the ground dead. His father had died from a severe disease that was unknown to the village doctor. Drogo was heart-stricken from the event, and his mother started working long hours to provde for them. When his spouse passed he lost his only source of income but claims to his daughters to still be retired.
Motivation: Regain custody of his daughter; and he's repulsed by the pc
Ideals: Fighting. Flaws: Antagonistic, PTSD. Bonds: Family, Military. Occupation: Knight
Voice: Switch between two voices
Attributes [hide]
Medium (6'0") Human, Lawful Good (CR 5)
Armor Class 11
Hit Points 19 (5d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 13 (+1) | 11 (+0) | 15 (+2) | 15 (+2) | 13 (+1) |
Senses Passive Perception 12
Languages Common, Celestial, Giant
Attacks Melee +6 / 2d4+3, Ranged +4 / 2d4+1, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 4 | 3 | 2 | 1 | 0 | 0 |
Possessions: 30 pp. Pink pearl (70 gp). Fiery yellow corundum (1200 gp). Golden yellow topaz (800 gp). Star rose quartz (60 gp). 4 Alchemist’s fire. 1 Tanglefoot bags. 3 Acid flasks. 4 Alchemist’s fire.
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