Frederick Dalton, Male Human [Permalink]
Personal [hide]
Description: A hulking man with gigantic muscles, he wears a black tunic with white highlights, and long pastel pants that bunch up around his shoes. He has a long chestnut beard with little hanging trinkets. His ears are large.
Personality: He is overprotective of those who hire his services. He is kind towards other men and children and will generally offer men help without question. Others will generally need to prove themselves to him.
History: Frederick lived on a farm with his mother, near the main road leading to a nearby town. His mother was a soldier and died while he was still young. Frederick was left his mother's suit of armor and trained in its use and care. Due to his spouse's obsession with being a Animal Trainer they were divorced and he won custody of their daughter. He worked as a Barber, and he later adopted a second daughter.
Motivation: Doesn't want to be a Barber and was forced into it by his family; and he wants nothing more than to rejoin the army
Ideals: Philantrophist. Flaws: Ugly. Bonds: Guardian, Family, Military. Occupation: Barber
Voice: Low and grunting
Attributes [hide]
Medium (6'3") Human, Lawful Good (CR 3)
Armor Class 10
Hit Points 17 (3d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 11 (+0) | 16 (+3) | 10 (+0) | 12 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common
Attacks Melee +1 / 1d8-1, Ranged +2 / 1d8+0, Grapple +4
Possessions: Tiger eye turquoise (7 gp). Coral (110 gp). 1 Masterwork Light steel shield. 1 Half-Plate. 1 Chain shirt.
Dustin Sherwood, Male Human [Permalink]
Personal [hide]
Description: He prefers to wear flannel. He has dyed his greying red hair a little too much giving a sharp red color. He has a dull look in his violet eyes.
Personality: He is quiet and unassuming. He ignores others and carries on with his job unassumingly. Animals are drawn to him, and he is able to talk to them.
History: His history is one of pain. He was disowned by both parents and raised among the slaves his parents kept. 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. Dustin took refuge in the ruined castle and found the beat up bastard sword and armor he uses now. He has drifted from career to career and currently works as a Miller.
Motivation: His relatives are trying to arrange a marriage; and his spouse's relatives view him with great suspicion
Ideals: Gifted. Bonds: Job, Slave, Nature, Family. Occupation: Miller
Voice: growls and snarls, animalistic
Attributes [hide]
Medium (5'5") Human, Neutral Good (CR 4)
Armor Class 9
Hit Points 25 (4d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 8 (-1) | 13 (+1) | 10 (+0) | 9 (-1) | 11 (+0) |
Senses Passive Perception 9
Languages Common
Attacks Melee +3 / 1d10+1, Ranged +1 / 1d10-1, Grapple +1
Possessions: 5000 sp.
John Halsey, Male Human [Permalink]
Personal [hide]
Description: A man with a calm yet intense air about him, he dresses well, wearing grey shirts, loose pants, and blazers most of the time. He has a auburn handlebar mustache and slicked back auburn hair. He has a very pronounced jaw and large eyebrows. He wears rectangular glasses with silver brims.
Personality: Eccentric and domineering, John will drive conversation. He is motivated by money and will often try and persuade people to work for cheap. He haggles over everything, upselling his goods and buying cheap. He is persistent in everything.
History: His mother raised him in a mountain cabin. In his formative years he discovered how persuasive he was. He began using that to his advantage selling useless wares at inflated prices. After a long history of fighting, John and his spouse have recently divorced.
Motivation: Retire the richest man in the north.
Ideals: Extrovert, Entrepeneur. Flaws: Antagonistic. Bonds: Attractive, Nature. Occupation: Body Guard
Voice: Russian accent
Attributes [hide]
Medium (6'2") Human, Neutral Good (CR 3)
Armor Class 10
Hit Points 17 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 10 (+0) | 10 (+0) | 13 (+1) | 12 (+1) | 7 (-2) |
Senses Passive Perception 11
Languages Common, Undercommon
Attacks Melee +3 / 1d8+1, Ranged +2 / 1d8+0, Grapple +1
Possessions: 40 pp.
William Barlow, Male Human [Permalink]
Personal [hide]
Description: A pudgy man standing about 5'2" has a big stupid grin on his face most of the time. He prefers to wear grey clothing when he does not wear armor. His brown hair is slicked back into a classic pompadour. His green eyes dart around the room hyper actively observing anyone and anything.
Personality: He trusts no one. He is not readily capable for forgiveness and his ire never leaves him. He receives visions of the future at random moments
History: Gifted from a young age, William studied abroad. One day when William was young, his father was sewing while trying to overcome the flu, when suddenly his father dropped to the ground dead. His father had died from a severe disease that was unknown to the village doctor. William was heart-stricken from the event, and his mother started working long hours to provde for them. He was granted necromantic powers by his dying brother.
Motivation: He feels kind of lost in life; and find a way to reverse the transformation of his brother
Ideals: Gifted. Flaws: Antagonistic, PTSD, Depressed. Bonds: Family. Occupation: Bellfounder
Voice: Forgets to breathe while speaking
Attributes [hide]
Medium (5'2") Human, Chaotic Good (CR 4)
Armor Class 13
Hit Points 23 (4d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 16 (+3) | 15 (+2) | 15 (+2) | 11 (+0) | 16 (+3) |
Senses Passive Perception 10
Languages Common, Druidic, Draconic
Attacks Melee +1 / 1d10-1, Ranged +5 / 1d10+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 0 | 0 |
Possessions: 500 gp. Deep green spinel (100 gp). Iolite (70 gp). Citrine (70 gp). Aquamarine (1200 gp). 1 Minor magic item.
Dean Gyula, Male Human [Permalink]
Personal [hide]
Description: The light-skinned man stands 5'7" and wears suspenders and grey workpants. His shirt is white, and he wears a heavy grey leather apron most of the time. He has styled his chestnut hair well, parting it to the right. His fierce violet eyes like to dwell on things.
Personality: He is quite rude, and likes to deride his opponents skill and shout insults at them. He is underhanded and not above using his wealth and body to get others to do his bidding.
History: Dean was born with his mother's beautiful face. His mother took him hunting and taught him how to get in the mind of other creatures. He became a Brewer soon after.
Motivation: Balancing his hectic life and new Brewer responsibilities is difficult; and to clean up the streets
Flaws: Antagonistic. Bonds: Attractive, Nature, Job, Guardian. Occupation: Brewer
Voice: Creaky witch voice
Attributes [hide]
Medium (5'7") Human, Neutral Good (CR 3)
Armor Class 11
Hit Points 29 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 12 (+1) | 15 (+2) | 17 (+3) | 15 (+2) | 14 (+2) |
Senses Passive Perception 12
Languages Common, Aquan, Draconic, Undercommon
Attacks Melee +6 / 1d8+4, Ranged +3 / 1d8+1, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 2 | 2 | 2 | 0 | 0 | 0 | 0 | 0 |
Possessions: 300 gp. Azurite (14 gp).
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Their contribution stands as a beacon of hope for all adventurers!