Norman Gyula, Male Human [Permalink]
Personal [hide]
Description: This slender man stands about 5'0". He wears loose pants and a collared shirt complete with sweater beneath his coat. Sporting a silver mohawk and bushy mustache this man's hair draws a lot of attention. This blue eyed northerner is not easily forgotten.
Personality: He acts crazy and hedonistic. He dislikes loud distracting noises, but is overall hospitable. His biggest love is that of knowledge and as such will purchase any books or pay to listen to tales that travelers might have.
History: He was raised happily, as a normal child born to his father and mother. His father taught him the rudiments of the Farmer arts, while his mother instructed him in etiquette, music and courtly manner. He was taken from his home at a very young age. 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: To get a good night's sleep; and to share knowledge with the world
Ideals: Logical. Flaws: Hedonist, Insomniac. Bonds: Rich, Slave. Occupation: Farmer
Voice: Old Prospector
Attributes [hide]
Medium (5'0") Human, Chaotic Good (CR 3)
Armor Class 11
Hit Points 22 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 13 (+1) | 13 (+1) | 15 (+2) | 9 (-1) | 13 (+1) |
Senses Passive Perception 9
Languages Common, Orc, Halfling
Attacks Melee +3 / 1d8+1, Ranged +3 / 1d8+1, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 2 | 2 | 2 | 0 | 0 | 0 |
Possessions: 400 gp.
Solomon Skelton, Male Human [Permalink]
Personal [hide]
Description: He is a man of bearing and well nourished. He is constantly adorned with expensive silk clothing, often dyed in bright pastel and brown, and wears rings and necklaces with large, colorful gems. He wears his chestnut hair up in a very large beehive style do. His fair skin shows little sign of his aristocratic breeding.
Personality: Overbrimming with self-confidence, Solomon isn't afraid of most anything. He has a strong dislike to people who do not believe in Human unity. He is a logical person and will generally grow upset if things defy logic and science.
History: Born in the north to a Fletcher, Solomon learned a great deal about his father's area of expertise. He was taken from his home at a very young age. He ran away from his former home and has been making his living as a Fletcher for the past few years.
Motivation: Sabotage a competitor; and balancing his hectic life and new fletcher responsibilities is difficult
Ideals: Impeccable, Logical. Bonds: Rich, Attractive, Job, Slave. Occupation: Fletcher
Voice: Forgets to breathe while speaking
Attributes [hide]
Medium (6'6") Human, Neutral Good (CR 7)
Armor Class 13
Hit Points 42 (7d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 16 (+3) | 9 (-1) | 11 (+0) | 7 (-2) | 13 (+1) |
Senses Passive Perception 8
Languages Common
Attacks Melee +5 / 2d8+2, Ranged +6 / 2d8+3, Grapple +6
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 9 |
Possessions: 70 pp. Onyx (40 gp). Rock crystal (40 gp). Hematite (5 gp). Coral (80 gp).
Guy Wentworth, Male Human [Permalink]
Personal [hide]
Description: A man with a friendly, welcoming air about him, he tends to wear a brown poncho over his likewise colored trousers and shirt. His white hair is styled in orderly dreadlocks. His face possesses mild wrinkles. His smile is extraordinarily sincere though he does not smile often.
Personality: He is very quiet and rarely speaks above a whisper. He is used to getting what he wants. In part because he is a meticulous planner.
History: Guy was raised in a hard working conservative environment. He sought a place where he would be rewarded solely on the merits of his skills. This search led him directly into Healer work with an outfit from a few towns over. Healer work suited him well, and with each successful project, he earned more gold and more respect from his peers. He inherited the family business which he has now maintained for 5 years.
Motivation: To pay off his debts; and wants to open a new tavern
Ideals: Professionalism. Flaws: Shy. Bonds: Job, Debt. Occupation: Healer
Voice: Spanish accent
Attributes [hide]
Medium (6'6") Human, Lawful Good (CR 6)
Armor Class 11
Hit Points 37 (6d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 13 (+1) | 16 (+3) | 13 (+1) | 9 (-1) | 16 (+3) |
Senses Passive Perception 12
Languages Common, Giant
Attacks Melee +3 / 2d6+0, Ranged +4 / 2d6+1, Grapple +1
Possessions: Just what you see.
Lewis Marley, Male Human [Permalink]
Personal [hide]
Description: This northern man wears very tight pants and wife beaters, though occasionally he sports a black coat. His clothes are grease stained in places. He has wavy black hair. He wears a mask on his face.
Personality: He is a sleazy, sleazy guy. He has no qualms about using his powers of suggestion to get people to do what he wants. His respect, as difficult as one would find it to earn, is unwavering; those who more than prove themselves to him, a bar set well above any reasonable standard, he tolerates in varying degrees. Though less modest and more hasty in his reactions to snap at those who irritate him, Lewis is combative with any and all who dare try his patience in the slightest.
History: He was raised in a forest tribe. Lewis liked to wander the woods near his home when he was young, something he still likes to do at least once a week. He never liked modest clothing or shoes, so he would wander the woods barefoot and lightly dressed, and he developed a good sense of balance and learned how to climb and swim well. He moves from town to town, unable to find a place to settle.
Motivation: Expand his business; and he is currently in port desperately looking for someone to get him out
Ideals: Justice. Bonds: Poor, Immigrant, Attractive, Nature. Occupation: Marshal
Voice: Jittery and nervous
Attributes [hide]
Medium (5'10") Human, Neutral Good (CR 4)
Armor Class 11
Hit Points 16 (4d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 13 (+1) | 13 (+1) | 12 (+1) | 13 (+1) | 5 (-3) |
Senses Passive Perception 11
Languages Common, Terran
Attacks Melee +2 / 1d10+0, Ranged +3 / 1d10+1, Grapple +1
Possessions: 7000 sp. Amber (150 gp). Alexandrite (800 gp). Alexandrite (800 gp). Moss agate (13 gp).
Kyle Blythe, Male Human [Permalink]
Personal [hide]
Description: He is perpetually draped in fineries, but all of this concealed by his earthly robes.. He carries a battered greatsword and tarnished hammer as well. His brown hair is braided into rings. He has a dull look in his gray eyes.
Personality: Aggressive, abrasive, and angry, Kyle embodies much of what other species detest in the Humans. He also has developed a complete distrust of the Servant profession.
History: He was born in the east, but his parents moved at a very young age to the west. Aside from being a slave or a gladiator, there isn't much legitimate work for Humans in Kyle's homeland. Kyle decided to take the middle way and become a bodyguard. Recently a tribe of gnolls attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Kyle fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: Further expansion of business.
Ideals: Fighting. Flaws: Antagonistic. Bonds: Attractive, Job, Immigrant. Occupation: Detective
Voice: Deep voice with rolling R's
Attributes [hide]
Medium (5'6") Human, Chaotic Good (CR 8)
Armor Class 11
Hit Points 51 (8d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 13 (+1) | 15 (+2) | 11 (+0) | 17 (+3) | 10 (+0) |
Senses Passive Perception 13
Languages Common
Attacks Melee +2 / 2d10-1, Ranged +4 / 2d10+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 14 | 6 | 4 | 3 | 3 | 2 | 0 | 0 | 0 |
Possessions: 500 gp. Golden pearl (60 gp). Aquamarine (800 gp). Red garnet (60 gp). Violet garnet (800 gp). Deep blue spinel (800 gp). 1 Minor magic item. 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!