Tim Atterton, Male Human [Permalink]
Personal [hide]
Description: He is renowned for his bright black suits and hats. He carries with him a set of crossbows on his belt, each one with a topaz on the hilt. His tied-back hair is blonde. His face is scarred and worn.
Personality: He loves justice and goodness and right action. Anyone who does not fulfill this criteria perfectly will no doubt get a lecture from him. He is the most sanctimonious self-righteous Human in existence. He loves his children and doesn't want them to worry about him. He loves to share his painting with anyone who is interested.
History: A powerful necromancer made him what he is. His spouse left him for another, whom he beat to an almost bloody pulp. He did not win them back, but he came to a realization. To get what you want from life, you must take it. He has been saving his money to try and buy his sister's freedom.
Motivation: Regain custody of his son.
Ideals: Fighting, Justice, Artistic. Flaws: Ugly. Bonds: Family, Mentor. Occupation: Detective
Voice: Speaks with lower jaw sticking out
Attributes [hide]
Medium (5'2") Human, Lawful Good (CR 3)
Armor Class 10
Hit Points 26 (3d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 11 (+0) | 11 (+0) | 8 (-1) | 14 (+2) | 11 (+0) |
Senses Passive Perception 12
Languages Common
Attacks Melee +4 / 1d8+2, Ranged +2 / 1d8+0, Grapple +2
Possessions: 100 gp. 1 Masterwork Common Melee. 1 Masterwork Common Melee.
Adelard Marlee, Male Human [Permalink]
Personal [hide]
Description: This man is moderately tanned and has just the faintest trace of an accent. He is constantly adorned with expensive silk clothing, often dyed in bright tan and black, and wears rings and necklaces with large, colorful gems. His moppish red hair is in a traditional bowl cut. His brown eyes dart from person to person.
Personality: He is filled with cunning. He likes to feign weakness letting people think he is weak. Energy wise he seems alert and responsive.
History: When he was but 6 years old his parents immigrated from the west. His father was very strict, and drilled into him lessons on being the perfect gentleman. 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: He wants to get laid; and to settle down with his crush
Ideals: Professionalism, Impeccable. Flaws: Secretive. Bonds: Rich, Immigrant, Has a crush. Occupation: Spice Merchant
Voice: Pronounces difficult words wrong
Attributes [hide]
Medium (6'0") Human, Lawful Good (CR 5)
Armor Class 10
Hit Points 28 (5d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 11 (+0) | 15 (+2) | 9 (-1) | 8 (-1) | 14 (+2) |
Senses Passive Perception 9
Languages Common
Attacks Melee +6 / 2d4+3, Ranged +3 / 2d4+0, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 |
Possessions: 300 gp.
Conrad Livingstone, Male Human [Permalink]
Personal [hide]
Description: A plain young-adult man, he tends to wear a large black jacket. He wears his hair in dreadlocks. He has a very pronounced jaw and large eyebrows. He wears rectangular glasses with silver brims.
Personality: He has schizophrenia that causes him to hear things that aren't there and will sometimes respond to them. He is often prim and proper but will on occasion tell either really disgusting or offensive jokes, which seem out of character.
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. After coming to the age of reason, Conrad 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. During his travels, Conrad and his party rested in a cavern that was (unknown to them) infused with powerful dark magic. Upon awakening, Conrad discovered the rest of his party dead, transformed into horrible, mindless undead versions of their former selves. Conrad fled the cavern, stopping for breath at a small pool, and only then realizing his own horrible transformation.
Motivation: He wants nothing more than to rejoin the army; and meet up once more with his childhood friend
Ideals: Joker, Gifted. Flaws: Disease. Bonds: Adventurer, Military. Occupation: Junk Dealer
Voice: Thin and wheezing
Attributes [hide]
Medium (6'0") Human, Neutral Good (CR 6)
Armor Class 11
Hit Points 27 (6d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 12 (+1) | 12 (+1) | 15 (+2) | 15 (+2) | 14 (+2) |
Senses Passive Perception 12
Languages Common, Terran, Draconic
Attacks Melee +5 / 2d6+2, Ranged +4 / 2d6+1, Grapple +2
Possessions: 50000 cp. Gold and topaz bottle stopper cork (1600 gp). Carved harp of exotic wood with ivory inlay and zircon gems (300 gp). Gold and topaz bottle stopper cork (1600 gp). Ceremonial electrum dagger with a star ruby in the pommel (1600 gp).
Rolf Digby, Male Human [Permalink]
Personal [hide]
Description: An imposing man with a heavy stainless steel prosthetic right leg, he wears well tailored suits and hats with beautiful decoration. He is almost always dressed for an outing in high society. He is bald on top and has large silver tufts of hair around his ears. His eyes are likewise hazel. His teeth are yellowed and unaligned.
Personality: He tends to agree with only himself unless someone else's opinion sounds like he can profit from it. He tries to control his temper but he can't always stop himself from what he feels what must be done. He spends most of his days drinking in the Inn, the rowdiest and most dangerous establishment in town. There he gambles, wrestles and listens to stories told by travelers.
History: He was raised happily, as a normal child born to his mother and father. His mother taught him the rudiments of the Architect arts, while his father instructed him in etiquette, music and courtly manner. A gypsy cursed him at a young age, leading to his ugly appearance. Lacking all sense, he decided to go on an adventure. He picked a direction and started trekking.
Motivation: Obtaining odd cultural Human artifacts is his passion; and to reunite with his old friends
Flaws: Ugly, Antagonistic. Bonds: Rich, Adventurer. Occupation: Architect
Voice: Speaks through clenched teeth
Attributes [hide]
Medium (6'3") Human, Chaotic Good (CR 4)
Armor Class 10
Hit Points 36 (4d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 10 (+0) | 14 (+2) | 16 (+3) | 8 (-1) | 12 (+1) |
Senses Passive Perception 9
Languages Common, Gnoll, Infernal, Gnome
Attacks Melee +4 / 1d10+2, Ranged +2 / 1d10+0, Grapple +1
Possessions: 100 gp.
Henry Atterton, Male Human [Permalink]
Personal [hide]
Description: 5'6" and lanky with angular features, he is an attractive figure. He is constantly adorned with expensive silk clothing, often dyed in bright grey and tan, and wears rings and necklaces with large, colorful gems. His blonde hair has been sun bleached extensively. His gray eyes dart from person to person.
Personality: Here is a man who knows he is the smartest in the room. He talks down to others constantly. His temper goes off on the smallest of things. He tends to lash out at those around him.
History: He was born in a small island village. When he was little, his rather wealthy family often ventured across the island 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 island due to the painful memories there. Henry took refuge in the large cave and found the beat up scimitar and armor he uses now. He then took over the family business and is one of the better Body Guard for hire.
Motivation: Nothing but the best is good enough for him.
Ideals: Impeccable. Flaws: Antagonistic. Bonds: Rich, Attractive, Nature, Job. Occupation: Body Guard
Voice: Voice breaks
Attributes [hide]
Medium (5'6") Human, Neutral Good (CR 3)
Armor Class 11
Hit Points 26 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 13 (+1) | 18 (+4) | 12 (+1) | 9 (-1) | 16 (+3) |
Senses Passive Perception 9
Languages Common, Goblin
Attacks Melee +4 / 1d8+2, Ranged +3 / 1d8+1, Grapple +2
Possessions: 10 pp. 1 Holy water. 4 Antitoxin. 4 Alchemist’s fire.
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