Gunter Hamilton, Male Human [Permalink]
Personal [hide]
Description: A man of a pale complexion, he wears a pastel vest and prefers black and green shirts. His boots appear to have been at one point steel toed but are quite worn down. His hair is always cut to a buzz. Judging by the bloodshot nature of his eyes and the massive bags underneath them one would imagine he has not slept for days.
Personality: He likes to be helpful to his clients. He likes to prescribe proper advice to his clients. 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: Gunter was raised in a hard working conservative environment. He was part of a huge silver rush, which was taken over by a mining company. The company confiscated a lot of silver, but the shipment was lost. He has became unsatisfied with his lot in life, and decided to take up adventuring.
Motivation: He has a crush on the local Armorer; and wants to open a new tavern
Flaws: Ugly, Insomniac. Bonds: Job, Has a crush, Adventurer. Occupation: Brewer
Voice: Gruff and masculine
Attributes [hide]
Medium (6'2") Human, Chaotic Good (CR 3)
Armor Class 7
Hit Points 6 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 4 (-3) | 7 (-2) | 10 (+0) | 15 (+2) | 15 (+2) |
Senses Passive Perception 12
Languages Common
Attacks Melee +4 / 1d8+2, Ranged -1 / 1d8-3, Grapple +2
Possessions: 6000 cp. 1 Masterwork Thieves’ tools. 1 Superior lock. 1 Superior lock.
John Gresham, Male Human [Permalink]
Personal [hide]
Description: He is a physically imposing dark-skinned man. He wears an old set of leather armor, nicked and torn by the ravages of time and battle. His hair is always cut to a buzz. He wears round tiny glasses practically rammed into his face.
Personality: He is almost excessively polite to everyone, even when angry. A fanatic, his devotion to his small selection of gods is unquestionable. He claims to be doing their will and will base all his actions on whether or not they would be pleasing to the gods.
History: He was born in the east. At a young age both his parents were killed in an accident. His uncle (a powerful person with enemies on both sides of the law) took him in and had him trained in basic self defense. Being a Navigator kept his interest for a while, but then he became depressed and bored. So he turned to a secret life of crime, taking increasingly more risks and challenges.
Motivation: He possesses a valuable artifact that the thieves guild wishes to steal; and a rival would like him out of the picture
Flaws: Shy. Bonds: Religious, Immigrant, Criminal record. Occupation: Navigator
Voice: Irish accent
Attributes [hide]
Medium (6'4") Human, Neutral Evil (CR 3)
Armor Class 10
Hit Points 19 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 10 (+0) | 10 (+0) | 9 (-1) | 11 (+0) | 15 (+2) |
Senses Passive Perception 10
Languages Common
Attacks Melee +2 / 1d8+0, Ranged +2 / 1d8+0, Grapple +0
Possessions: 300 gp.
Heward Ashley, Male Human [Permalink]
Personal [hide]
Description: He wears baggy green pantaloons and a white scarf, but does not cut a very imposing figure. He walks with a slouch but will stand straight to his full 5'7" when asserting himself. His moppish silver hair is in a traditional bowl cut. This green eyed easterner is not easily forgotten.
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 uses his nature as a weapon; he likes to lead opponents to think him in distress.
History: Born in the east to a Junk Dealer, Heward learned a great deal about his father's area of expertise. When he was little, his rather wealthy family often ventured across the mountains to a summer home near a old dungeon. He would wander through that old dungeon 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 mountains due to the painful memories there. Heward took refuge in the old dungeon and found the beat up kukri and armor he uses now. He's also a talented Cartwright, but doesn't like to broadcast it.
Motivation: He is content; and to be a cartwright again
Flaws: Antagonistic, Secretive, Mundane. Bonds: Job, Nature. Occupation: Junk Dealer
Voice: Hissing voice
Attributes [hide]
Medium (5'7") Human, Chaotic Evil (CR 3)
Armor Class 11
Hit Points 14 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 12 (+1) | 11 (+0) | 12 (+1) | 13 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common, Druidic
Attacks Melee +4 / 1d8+2, Ranged +3 / 1d8+1, Grapple +2
Possessions: 3100 sp. 1 Masterwork Uncommon Weapon. 1 Masterwork Common Ranged Weapon. 1 Masterwork Common Melee.
Theobald Clifton, Male Human [Permalink]
Personal [hide]
Description: Relatively heavier built than your average man, he is not imposing. He wears a brown vest and prefers blue and brown shirts. His boots appear to have been at one point steel toed but are quite worn down. His black hair is styled in orderly dreadlocks. His face possesses mild wrinkles. His smile is extraordinarily sincere though he does not smile often.
Personality: He has schizophrenia that causes him to hear things that aren't there and will sometimes respond to them. He pushes his goals aggressively. He is also a coward if confronted.
History: He was born with several neurological imbalances, which makes sleep difficult for him. It may also be what makes him so good at details. While studying, he fell in love. They married and had a daughter. He hasn't been sleeping well lately.
Motivation: He feels threatened by others; and wishes to resurrect an old love
Flaws: Ugly, Disease, Fearful, Insomniac. Bonds: In love. Occupation: Carter
Voice: Rhymes sentences (sorry)
Attributes [hide]
Medium (6'3") Human, Lawful Neutral (CR 4)
Armor Class 10
Hit Points 36 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 10 (+0) | 17 (+3) | 13 (+1) | 13 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common, Gnome
Attacks Melee +2 / 1d10+0, Ranged +2 / 1d10+0, Grapple +0
Possessions: 200 gp. A roughly beaten golden orb (60 gp). 1 Minor magic item.
Arnold Clayden, Male Human [Permalink]
Personal [hide]
Description: A man with a warm, jovial air about him, he dresses like a well dressed Locksmith does. His brown hair is smooth and relatively long. His eyes are likewise hazel. His teeth are yellowed and unaligned.
Personality: He shows great sympathy to all travelers. He's the type to buy drinks and listen to their stories. He is a very good compulsive liar and kleptomaniac.
History: Born in the east to a Locksmith, Arnold learned a great deal about his mother's area of expertise. He sought a place where he would be rewarded solely on the merits of his skills. This search led him directly into Locksmith work with an outfit from a few towns over. Locksmith work suited him well, and with each successful project, he earned more gold and more respect from his peers. He moves from town to town, unable to find a place to settle.
Motivation: He is a bit of a kleptomaniac.
Ideals: Philantrophist. Flaws: Ugly. Bonds: Job, Criminal record, Immigrant. Occupation: Locksmith
Voice: Whispers
Attributes [hide]
Medium (5'0") Human, Neutral Evil (CR 4)
Armor Class 12
Hit Points 28 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 15 (+2) | 13 (+1) | 12 (+1) | 11 (+0) | 15 (+2) |
Senses Passive Perception 10
Languages Common, Goblin
Attacks Melee +5 / 1d10+3, Ranged +4 / 1d10+2, Grapple +3
Possessions: 300 gp.
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Their contribution stands as a beacon of hope for all adventurers!