Don Carlton, Male Human [Permalink]
Personal [hide]
Description: His left side is far more bruised and cut up than his other. He wears a violet shirt with thin brown vertical stripes and grey pants. His blonde hair has been sun bleached extensively. His face is scarred and worn.
Personality: He never swears and excessively uses polite adverbs when speaking. He keeps company with all sorts of races to see how they think and challenge minds foreign to his own.
History: He was raised happily, as a normal child born to his father and mother. His father taught him the rudiments of the Sculptor arts, while his mother instructed him in etiquette, music and courtly manner. His necromantic abilities were realized during a raid on his village. He now mingles about in high society.
Motivation: Money/treasure; and wants to have a good time and be beloved
Ideals: Optimist, Gifted. Flaws: Ugly. Bonds: Rich, Religious. Occupation: Sculptor
Voice: Scandinavian accent
Attributes [hide]
Medium (6'0") Human, Lawful Good (CR 6)
Armor Class 10
Hit Points 26 (6d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 11 (+0) | 14 (+2) | 17 (+3) | 7 (-2) | 11 (+0) |
Senses Passive Perception 8
Languages Common, Halfling, Aquan, Abyssal
Attacks Melee +5 / 2d6+2, Ranged +3 / 2d6+0, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 14 | 6 | 6 | 5 | 3 | 0 | 0 | 0 | 0 |
Possessions: 5000 sp.
Jocelyn Hampton, Male Human [Permalink]
Personal [hide]
Description: He wears rags and sports a simple walking cane, and he perpetually has his scimitar ready. His hair is short and blonde. He wears an eyepatch.
Personality: Abrasive and pushy, he has a hard time making friends. He is a bit of a macho man and will challenge people to random contests of strength and skill, and invite them to random hunting and fishing trip.
History: Born to a pair of adventurers, Jocelyn grew up listening to his father's many stories. From there he went from mercenary job to mercenary job. He bought a scimitar and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: He's looking for his big break; and he desires power and/or immortality
Ideals: Fighting. Flaws: Ugly, Antagonistic. Bonds: Poor, Nature, Adventurer. Occupation: Doctor
Voice: Dutch accent
Attributes [hide]
Medium (5'3") Human, Lawful Good (CR 3)
Armor Class 10
Hit Points 9 (3d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 11 (+0) | 12 (+1) | 11 (+0) | 15 (+2) | 14 (+2) |
Senses Passive Perception 12
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +2 / 1d8+0, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 6 | 5 |
Possessions: 2800 sp.
Arnold Shelley, Male Human [Permalink]
Personal [hide]
Description: He appears as an extremely gaunt Human, and stands approximately 5'4". He wears dull yellow sweaters, loose grey pants, and alligator leather shoes. Beneath his sweater he keeps a concealed whip, just in case, and his gloved hand is found clutching a whip. With a patchy golden beard and wild golden hair. He wears crescent spectacles with a black brim.
Personality: He is erratic and paranoid. He believes illithids are coming to abduct people. He plays an instrument quite well.
History: He was a bastard born out of an affair, and his father always resented and mistreated him for it out of spite. 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. Arnold took refuge in the old dungeon and found the beat up whip and armor he uses now. He bought a whip and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: To reunite with his old friends; and he's repulsed by the pc
Ideals: Artistic. Flaws: Antagonistic. Bonds: Enemies, Nature, Adventurer. Occupation: Body Guard
Voice: Low rumbling, strings words together
Attributes [hide]
Medium (5'4") Human, Lawful Good (CR 3)
Armor Class 12
Hit Points 20 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 14 (+2) | 14 (+2) | 11 (+0) | 14 (+2) | 14 (+2) |
Senses Passive Perception 12
Languages Common
Attacks Melee +4 / 1d8+2, Ranged +4 / 1d8+2, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 0 | 0 | 0 | 0 | 0 |
Possessions: 2200 sp. 1 Masterwork Uncommon Weapon. 1 Masterwork Common Melee. 1 Masterwork Uncommon Weapon.
Odo Dumph, Male Human [Permalink]
Personal [hide]
Description: He is an exceptionally muscular looking western young adult. He wears dull grey sweaters, loose green pants, and alligator leather shoes. Beneath his sweater he keeps a concealed sickle, just in case. Beneath his clothing is a huge mess of scar tissue. With a patchy silver beard and wild silver hair. He is baby faced.
Personality: He has a massive crush on the younger sibling of the Fisher who has hired him part-time. His actions favor neither the good nor the evil, as he answers to a power that mortal men fail to acknowledge.
History: Born to a pair of adventurers, Odo grew up listening to his father's many stories. After coming to the age of reason, Odo took it upon himself to study the druidic arts in their entirety; because of this, he was labeled a dark omen and banished from his homeland. He has drifted apart from his friends and has been working freelance. Each gave each other a copy of their signature sickle.
Motivation: He would like to get married and retire.
Ideals: Gifted. Bonds: Slave, Has a crush, Religious, Adventurer. Occupation: Fisher
Voice: Laughs frequently while speaking
Attributes [hide]
Medium (6'2") Human, Chaotic Good (CR 3)
Armor Class 12
Hit Points 25 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 15 (+2) | 14 (+2) | 17 (+3) | 10 (+0) | 13 (+1) |
Senses Passive Perception 10
Languages Common, Halfling, Orc, Ignan
Attacks Melee +4 / 1d8+2, Ranged +4 / 1d8+2, Grapple +2
Possessions: 10 pp.
Gomory Holton, Male Human [Permalink]
Personal [hide]
Description: He has a large brown mantle and cape that has been intricately interwoven into his green robe. He cuts an attractive figure and his suit of old armor is well cared for even if it is obsolete. He wears his hair in dreadlocks. He is very pretty but has cold, dead eyes.
Personality: His tongue was cut out and he uses sign language. He pushes his goals aggressively. He is also a coward if confronted.
History: From birth he was tutored by a cruel and relentless mentor. A freak accident while working with his Layabout mother left him crippled. He was granted divine powers by his dying brother.
Motivation: He is wracked by social anxiety; and he is terrified, and will act out of fear
Flaws: Disease, Fearful. Bonds: Attractive, Mentor. Occupation: Marshal
Voice: Forgets to breathe while speaking
Attributes [hide]
Medium (5'6") Human, Lawful Good (CR 8)
Armor Class 10
Hit Points 57 (8d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 10 (+0) | 17 (+3) | 10 (+0) | 9 (-1) | 11 (+0) |
Senses Passive Perception 9
Languages Common
Attacks Melee +4 / 2d10+1, Ranged +3 / 2d10+0, Grapple +1
Possessions: Deep blue spinel (600 gp). Sard (40 gp). Jet (40 gp). Violet garnet (600 gp). 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
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Their contribution stands as a beacon of hope for all adventurers!