Gerard Marleigh, Male Human [Permalink]
Personal [hide]
Description: The man speaks with an almost imperceptible accent. He seems to always be the slightest bit damp as if he got out from a pool a few moments ago. He is wearing a tight violet one piece outfit complete with pants, hood, and a cape. He has shaved his head bald. His green eyes dart from person to person.
Personality: He has schizophrenia that causes him to hear things that aren't there and will sometimes respond to them. He is frequently practicing swordplay.
History: He was born at the edge of vast forest. A gifted student he started as a Assassin, but he got bored and became a Ruler. He has gone from town to town till he finds a spot where he can set up a sustainable business.
Motivation: Expand his business; and he'd like to take his coworkers down a peg
Flaws: Disease. Bonds: Immigrant, Military, Nature, Job. Occupation: Ruler
Voice: Cold and demanding tone
Attributes [hide]
Medium (5'10") Human, Lawful Good (CR 5)
Armor Class 9
Hit Points 17 (5d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 9 (-1) | 9 (-1) | 16 (+3) | 16 (+3) | 13 (+1) |
Senses Passive Perception 13
Languages Common, Sylvan, Ignan, Auran
Attacks Melee +5 / 2d4+2, Ranged +2 / 2d4-1, Grapple +2
Possessions: 4000 sp. 1 Minor magic item. 1 Minor magic item.
Bertram Jacobs, Male Human [Permalink]
Personal [hide]
Description: A thin man, he clearly needs to put on some weight, but he still has a lot of muscle. He usually wears his grey robe and has his warhammer always slung over his shoulder. He is bald on top and has large white tufts of hair around his ears. He wears crescent spectacles with a black brim.
Personality: He's a bit of a prankster. He knows he is clumsy and seen as such and will often feign amnesia after injury. Animals are drawn to him, and he is able to talk to them.
History: He was born blind and as such lacked many opportunities for work. Ostracized due to the necromantic powers of his oldest brother, he and his siblings struck out on their own. In the process these unassuming Humans became a terror of the countryside. He was granted necromantic powers by his dying brother.
Motivation: Wants to work out more often; and he has money and likes to spend it
Ideals: Athletic, Joker, Gifted. Flaws: Ugly, Disease. Occupation: Crown-heir
Voice: Soothing and warm
Attributes [hide]
Medium (5'3") Human, Neutral Good (CR 4)
Armor Class 10
Hit Points 20 (4d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 10 (+0) | 11 (+0) | 13 (+1) | 15 (+2) | 7 (-2) |
Senses Passive Perception 14
Languages Common, Orc
Attacks Melee +2 / 1d10+0, Ranged +2 / 1d10+0, Grapple +0
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 3 | 2 | 0 | 0 | 0 | 0 |
Possessions: Freshwater pearl (8 gp). Moss agate (8 gp). Carnelian (80 gp). Violet garnet (500 gp). 1 Masterwork Common Ranged Weapon. 1 Masterwork Common Melee. 1 Masterwork Common Melee. 1 Masterwork Common Melee.
Chad Benson, Male Human [Permalink]
Personal [hide]
Description: He prefers to wear flannel. His attire stands in sharp contrast to his mace, which is beautifully polished and possesses an ornate carving of a clover on it. His blonde hair has been sun bleached extensively. His fierce hazel eyes like to dwell on things.
Personality: He is quite rude, and likes to deride his opponents skill and shout insults at them. When he's not drinking or sleeping the drinks off, he's doing writing.
History: His parents moved while he was still in utero so he is the first generation to be born here. He couldn't stand his childhood mentor and eventually formed a pact with his mentor's previously failed apprentice to rebel. When their plan failed the mentor lashed out against both of them and fled. He moves from town to town, unable to find a place to settle.
Motivation: He has a rivalry with the Church that dominates his actions; and his religion dominates his actions
Ideals: Artistic. Flaws: Antagonistic. Bonds: Immigrant, Mentor, Religious. Occupation: Miller
Voice: Prounounces S like Z
Attributes [hide]
Medium (5'5") Human, Lawful Good (CR 5)
Armor Class 12
Hit Points 46 (5d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 14 (+2) | 14 (+2) | 10 (+0) | 10 (+0) | 12 (+1) |
Senses Passive Perception 10
Languages Common
Attacks Melee +4 / 2d4+1, Ranged +5 / 2d4+2, Grapple +3
Possessions: 3000 sp. Aquamarine (1400 gp).
Charles Eastoft, Male Human [Permalink]
Personal [hide]
Description: He is wearing a perfectly clean shirt and pair of pants, but does not cut a very imposing figure. He walks with a slouch but will stand straight to his full 6'0" when asserting himself. He wears a colorful flower in his silver hair. His face possesses mild wrinkles. His smile is extraordinarily sincere though he does not smile often.
Personality: He trusts no one. He is not readily capable for forgiveness and his ire never leaves him. 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: Born in the south to a Bricklayer, Charles learned a great deal about his father's area of expertise. 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. Charles took refuge in the ruined castle and found the beat up sickle and armor he uses now. He has achieved small success as a Bricklayer.
Motivation: Wants a kiss; and obtaining odd cultural human artifacts is his passion
Flaws: Antagonistic. Bonds: Attractive, Has a crush, Adventurer, Job, Nature. Occupation: Bricklayer
Voice: Adds syll-ab-les for em-pha-sis
Attributes [hide]
Medium (6'0") Human, Lawful Good (CR 5)
Armor Class 8
Hit Points 26 (5d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 6 (-2) | 17 (+3) | 7 (-2) | 16 (+3) | 11 (+0) |
Senses Passive Perception 13
Languages Common
Attacks Melee +5 / 2d4+2, Ranged +1 / 2d4-2, Grapple +2
Possessions: 500 gp.
Nicholas Spalding, Male Human [Permalink]
Personal [hide]
Description: He wears a shirt that is too small, which lets his gut show, with a ratty brown coat over it. He carries with him a set of hammers on his belt, each one with a amber on the hilt. He wears his black hair up. His gray eyes are desperate and heavily dilated. He has the appearance of someone under the heavy influence of drugs.
Personality: Stoic and calm, he prefers to meditate than take action. He is afraid of women and trembles around them
History: He was born a particularly ugly child, much to the horror of his parents. His father was supposedly a charlatan fortune teller, but he insists his father was legitimate. Recently a tribe of illithids attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Nicholas fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: To fight the greatest warriors and to fight in the greatest battles ever; and he seems to be bored by most things
Ideals: Fighting, Disciplined. Flaws: Ugly, Addict, Shy. Occupation: Slave Trader
Voice: Rhymes sentences (sorry)
Attributes [hide]
Medium (5'0") Human, Neutral Good (CR 5)
Armor Class 10
Hit Points 14 (5d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 11 (+0) | 9 (-1) | 15 (+2) | 14 (+2) | 11 (+0) |
Senses Passive Perception 12
Languages Common, Aquan, Giant
Attacks Melee +4 / 2d4+1, Ranged +3 / 2d4+0, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 5 | 3 | 2 | 1 | 0 |
Possessions: 400 gp. Zircon (60 gp). Aquamarine (800 gp). Blue quartz (12 gp). Golden pearl (80 gp). 1 Minor magic item.
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Their contribution stands as a beacon of hope for all adventurers!