Theodoric Carlton, Male Human [Permalink]
Personal [hide]
Description: He prefers to wear the grand gowns of high society. He carries his fan with him everywhere and carries himself as the perfect gentleman. He cuts an attractive figure and his suit of old armor is well cared for even if it is obsolete. With bright brown hair and a scraggly beard. He has green eyes and a brown hat with a white feather.
Personality: Abrasive and pushy, he has a hard time making friends. He is accommodating to his spouse and as such limits his hospitality. He is brave and levelheaded in the face of danger and has proven himself a capable leader.
History: Theodoric was born with his mother's beautiful face. He inherited a moderately successful company from his mother. Under his leadership it has flourished, and using capital from his venture he effectively owns an entire region. Some 10 years later his spouse died after the birth of his son. Heartbroken, Theodoric never married again. Instead he focused his life to raising his son whom he trained as his mother had trained him before.
Motivation: Money/treasure; and he has money and likes to spend it
Flaws: Antagonistic. Bonds: Rich, Attractive, In love. Occupation: Server
Voice: Dutch accent
Attributes [hide]
Medium (5'0") Human, Chaotic Good (CR 6)
Armor Class 14
Hit Points 16 (6d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 18 (+4) | 7 (-2) | 19 (+4) | 18 (+4) | 12 (+1) |
Senses Passive Perception 17
Languages Common, Giant, Celestial, Terran, Gnome
Attacks Melee +4 / 2d6+1, Ranged +7 / 2d6+4, Grapple +4
Possessions: 5000 sp. 1 Minor magic item. 1 Minor magic item.
Gilbert Kenley, Male Human [Permalink]
Personal [hide]
Description: He likes to wear ponchos typically of a light yellow in addition to tight pants. He is physically well-built. He wears his black hair up. His blue unseeing eyes seem to look past you.
Personality: He is soft-spoken, optimistic and speaks nonstop, as he rather likes the sound of his voice. His demeanor is somewhat feminine. Gilbert enjoys physical pleasures, and is well known for his love of warm baths in the hot springs near the town.
History: A studious child he never was much for a social life, not because he was unlikable, but because he did not seek it out. When he was little, his rather wealthy family often ventured across the desert to a summer home near a old dungeon. He would wander through that old dungeon 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 old dungeon and found the beat up nunchaku and armor he uses now. He hopes to save up enough money to one day pay a cleric to cure him.
Motivation: Find a way to reverse the transformation of his brother; and doesn't want to be a farmer and was forced into it by his family
Ideals: Optimist, Gifted. Flaws: Disease, Hedonist. Bonds: Nature, Family. Occupation: Farmer
Voice: Timid voice
Attributes [hide]
Medium (5'6") Human, Lawful Good (CR 3)
Armor Class 10
Hit Points 25 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 11 (+0) | 13 (+1) | 12 (+1) | 17 (+3) | 11 (+0) |
Senses Passive Perception 15
Languages Common, Druidic
Attacks Melee +3 / 1d8+1, Ranged +2 / 1d8+0, Grapple +1
Possessions: 100 gp.
Jocelyn Beckwith, Male Human [Permalink]
Personal [hide]
Description: He is typically in his Locksmith uniform. He has a moderate pudge and is not very fit. He wears his auburn hair up. His eyes are a pleasant brown.
Personality: He hates Humans with a passion. As such he is filled with self loathing. His brief stint in the army gave him the idea he was invincible and that he is the toughest man alive.
History: Born to a pair of adventurers, Jocelyn grew up listening to his father's many stories. He took every job he could get his hands on, but the opportunities for Humans in the west were limited. He has drifted from career to career and currently works as a Locksmith.
Motivation: He'd like to take his coworkers down a peg; and meet up once more with his childhood friend
Flaws: Racist. Bonds: Job, Military, Adventurer, Immigrant. Occupation: Locksmith
Voice: Dutch accent
Attributes [hide]
Medium (6'1") Human, Neutral Good (CR 3)
Armor Class 11
Hit Points 18 (3d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 13 (+1) | 14 (+2) | 13 (+1) | 7 (-2) | 7 (-2) |
Senses Passive Perception 8
Languages Common, Giant
Attacks Melee +2 / 1d8+0, Ranged +3 / 1d8+1, Grapple +1
Possessions: 100 gp. White pearl (60 gp). Pink pearl (60 gp).
Peter Birkenhead, Male Human [Permalink]
Personal [hide]
Description: This slender man stands about 5'3". He is bundled in multiple layers and is prepared for a desert trek wearing a turban that covers his face most of the time. His hair is always cut to a buzz. He has gleaming, smiling hazel eyes.
Personality: He is irritable and easily angered. He is a bit of a bully and is not afraid to use his stature and powers to intimidate and hurt. The war was a terrible time for him, and Peter does not often speak of it. When he does, he does so with a strained expression and tears in his eyes.
History: Sold as a small child to a wizard, Peter was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. His parents divorced when he was young, and his mother gained full cudstody. He was regularly beaten by his mother, who blamed him for driving them apart. He was betrayed by a partner and left for dead, teaching him a humbling lesson in trusting others.
Motivation: He loathes his own lifestyle.
Ideals: Fighting. Flaws: Antagonistic, Depressed. Bonds: Military, Mentor. Occupation: Tanner
Voice: Mumbles to self between sentences
Attributes [hide]
Medium (5'3") Human, Lawful Good (CR 3)
Armor Class 10
Hit Points 13 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 11 (+0) | 11 (+0) | 12 (+1) | 10 (+0) | 15 (+2) |
Senses Passive Perception 10
Languages Common, Halfling
Attacks Melee +4 / 1d8+2, Ranged +2 / 1d8+0, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 2 | 2 | 2 |
Possessions: 20 pp. 1 Breastplate.
Ralf Emsworth, Male Human [Permalink]
Personal [hide]
Description: An imposing man with a heavy stainless steel prosthetic left leg, he wears black leather gloves, a black jacket, and tight pants. His hair is golden and curly. His skin is flawless and his gray eyes scan people very quickly.
Personality: Deceptive and manipulative this western guy figured out how to best use his charms to convince people to do what he wants. He is susceptible to being scared and is in actuality easily frightened. He likes to tell stories.
History: The child of western immigrants he idolized his father. When he was little, his rather wealthy family often ventured across the plains 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 plains due to the painful memories there. Ralf took refuge in the ruined castle and found the beat up dagger and armor he uses now. He moves from town to town, unable to find a place to settle.
Motivation: He is wracked by social anxiety; and he feels threatened by others
Flaws: Fearful. Bonds: Attractive, Immigrant, Nature. Occupation: Fletcher
Voice: Can't modulate volume
Attributes [hide]
Medium (6'6") Human, Chaotic Good (CR 3)
Armor Class 13
Hit Points 12 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 16 (+3) | 11 (+0) | 9 (-1) | 16 (+3) | 10 (+0) |
Senses Passive Perception 13
Languages Common
Attacks Melee +4 / 1d8+2, Ranged +5 / 1d8+3, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 0 | 0 | 0 | 0 | 0 |
Possessions: 300 gp. 1 Half-Plate.
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Their contribution stands as a beacon of hope for all adventurers!
