Robert Clapham, Male Human [Permalink]
Personal [hide]
Description: He is a small man, but exceptionally fit. He dresses like a well dressed Barkeep does. His long red hair is drawn into a two foot long braid. His eyes are blue and he is always smoking a pipe.
Personality: He misses his glory days as an athlete. He does not mind his job, but it is boring in comparison. He also is a firm believer in the manly ideal.
History: From birth he was tutored by a cruel and relentless mentor. He dropped out of school before completing his studies. He tends to his Barkeep job now, and dutifully fulfills any obligations he has.
Motivation: To share knowledge with the world.
Ideals: Athletic, Logical. Flaws: Impulsive. Bonds: Job, Mentor. Occupation: Barkeep
Voice: Posh accent
Attributes [hide]
Medium (5'11") Human, Chaotic Good (CR 3)
Armor Class 13
Hit Points 18 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 16 (+3) | 6 (-2) | 11 (+0) | 13 (+1) | 10 (+0) |
Senses Passive Perception 11
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +5 / 1d8+3, Grapple +3
Possessions: 1500 sp.
Anselm Conway, Male Human [Permalink]
Personal [hide]
Description: This fat southern man has a bulbous nose and is wearing dark clothing and a heavy breastplate, keeping many of his physical features obscured. His skin is also unnaturally pale. His hair is blonde and curly. He has a dull look in his violet eyes.
Personality: He is calm most of the time but flees social interaction. He is fiercely devoted to his mother, and views his mother's ex-spouse as an evil person for separating him from his legal half-sister.
History: Anselm was born into a poor family. Growing up, he dreamt of becoming a Expert, to bring honor to his family’s name. When he came of age, he applied for a position with his town's local guard, looking to work his way up via merit and eventually become a Expert in service of a powerful lord somewhere. He found a children's book about a Human Expert who fought for good and justice and never realised it was just a child's story. He modeled his life after the story, seeing himself destined a hero. He now travels the world, in search of power and loot.
Motivation: Doesn't want to be a Bookbinder and was forced into it by his family.
Flaws: Ugly, Shy. Bonds: Family, Poor, Adventurer. Occupation: Bookbinder
Voice: growls and snarls, animalistic
Attributes [hide]
Medium (5'6") Human, Chaotic Good (CR 6)
Armor Class 10
Hit Points 20 (6d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 10 (+0) | 8 (-1) | 16 (+3) | 11 (+0) | 11 (+0) |
Senses Passive Perception 10
Languages Common, Celestial, Undercommon, Auran
Attacks Melee +6 / 2d6+3, Ranged +3 / 2d6+0, Grapple +3
Possessions: 700 gp. Aquamarine (800 gp).
Aldous Kendall, Male Human [Permalink]
Personal [hide]
Description: He likes to wear ponchos typically of a light grey in addition to tight pants. He keeps his black hair in a flapper bob. His skin is flawless and his green eyes scan people very quickly.
Personality: He believes mankind has become decadent and spoiled by the march of civilization and an end should come to life as we know it. He does not believe in violence as a means to an end. He is a dedicated Mercenary but believes his peers are too gung-ho.
History: His druidic talent manifested at a young age. Aiming to upstage a rival house, his parents had him trained. When he was little, his rather wealthy family often ventured across the plains 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 plains due to the painful memories there. Aldous took refuge in the large cave and found the beat up scythe and armor he uses now. He routinely visits covens of witches but complains that many are fraudulent and lack true knowledge of magic.
Motivation: He is not mentally stable, and does not behave rationally; and to share knowledge with the world
Ideals: Pacifist, Gifted, Logical. Flaws: Insane. Bonds: Attractive, Nature. Occupation: Mercenary
Voice: Australian accent
Attributes [hide]
Medium (5'6") Human, Lawful Good (CR 3)
Armor Class 10
Hit Points 22 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
4 (-3) | 11 (+0) | 16 (+3) | 12 (+1) | 11 (+0) | 14 (+2) |
Senses Passive Perception 10
Languages Common, Dwarven
Attacks Melee -1 / 1d8-3, Ranged +2 / 1d8+0, Grapple +0
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 4 | 2 |
Possessions: Just what you see.
Solomon Yeardley, Male Human [Permalink]
Personal [hide]
Description: He appears as an extremely gaunt Human, and stands approximately 6'0". He is constantly adorned with expensive silk clothing, often dyed in bright red and grey, and wears rings and necklaces with large, colorful gems, and his gloved hand is found clutching a sickle. His red hair is singed and shortened. His thin eyebrows rest above his beady green eyes.
Personality: He will use flattery and sarcasm to attack and weaken his opponents. Despite his formidable combat skills he remains a coward. He uses his nature as a weapon; he likes to lead opponents to think him in distress.
History: Born in the west to a Junk Dealer, Solomon learned a great deal about his father's area of expertise. His father had invested heavily in several trade routes and wanted him to inherit them. He has achieved small success as a Junk Dealer.
Motivation: His spouse's relatives view him with great suspicion; and expand his business
Ideals: Fighting. Flaws: Ugly, Secretive. Bonds: Rich, Job, Family. Occupation: Junk Dealer
Voice: Speaks through clenched teeth
Attributes [hide]
Medium (6'0") Human, Neutral Good (CR 3)
Armor Class 10
Hit Points 25 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 10 (+0) | 13 (+1) | 6 (-2) | 9 (-1) | 16 (+3) |
Senses Passive Perception 9
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +2 / 1d8+0, Grapple +1
Possessions: 1 Masterwork Common Melee. 1 Masterwork Common Melee.
Drogo Hayhurst, Male Human [Permalink]
Personal [hide]
Description: He is an exceptionally muscular looking northern young adult. He sports tan clothing, slightly heavier than average wear. Beneath his clothing is a huge mess of scar tissue. His black hair, when down, is lengthy. His eyes are likewise amber. His teeth are white and perfect.
Personality: He likes to be helpful to his clients. He likes to prescribe proper advice to his clients. He also is a firm believer in the manly ideal.
History: He was born on a small isolated farm. He was an apprentice working in his father's forge. He now owns his own business.
Motivation: To prove his worth to the world.
Flaws: Impulsive. Bonds: Slave, Attractive, Job, Nature. Occupation: Laborer
Voice: Forgets to breathe while speaking
Attributes [hide]
Medium (5'6") Human, Neutral Good (CR 3)
Armor Class 13
Hit Points 10 (3d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 16 (+3) | 10 (+0) | 13 (+1) | 14 (+2) | 18 (+4) |
Senses Passive Perception 12
Languages Common, Aquan
Attacks Melee +2 / 1d8+0, Ranged +5 / 1d8+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 4 | 2 | 1 | 0 |
Possessions: 300 gp. 1 Simple lock.
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Their contribution stands as a beacon of hope for all adventurers!