John Lindsay, Male Human [Permalink]
Personal [hide]
Description: He wears very tight pants and wife beaters, though occasionally he sports a grey coat. His white hair is smooth and relatively long. This brown eyed westerner is not easily forgotten.
Personality: He is unhospitable to his core. His small house has "No trespassing" Signs all over it. He is lazy, self-centered, vain, and jealous.
History: He comes from a rich western family. He has chosen to use the inheritance that was left to him frivolously. He has dedicated himself to building a better trade route.
Motivation: To reunite with his old friends; and further expansion of business
Flaws: Antagonistic, Selfish. Bonds: Rich, Adventurer, Job. Occupation: Hunter
Voice: Laughs frequently while speaking
Attributes [hide]
Medium (6'2") Human, Lawful Neutral (CR 3)
Armor Class 12
Hit Points 25 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 14 (+2) | 15 (+2) | 10 (+0) | 11 (+0) | 16 (+3) |
Senses Passive Perception 10
Languages Common
Attacks Melee +4 / 1d8+2, Ranged +4 / 1d8+2, Grapple +2
Possessions: 300 gp.
Gilbert Reed, Male Human [Permalink]
Personal [hide]
Description: With blue face paint in a stripe pattern across his face, he wears a shirt that is too small, which lets his gut show, with a ratty yellow coat over it. He wears a feathered hat to cover his moderate length black hair. His otherwise smooth face is marked with small tiny scars.
Personality: He is irritable and easily angered. He is a bit of a bully and is not afraid to use his stature and powers to intimidate and hurt. He is however nostalgic and wants to reunite with his old comrades. He has some compunction and patriotism and will work for the government before all other clients.
History: Gilbert was born into a poor family. Growing up, he dreamt of becoming a Fighter, 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 Fighter in service of a powerful lord somewhere. 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. Gilbert took refuge in the large cave and found the beat up axe and armor he uses now. He has drifted apart from his friends and has been working freelance. Each gave each other a copy of their signature axe.
Motivation: He has passion for adventuring and risk.
Flaws: Ugly, Antagonistic. Bonds: Adventurer, Poor, Nature. Occupation: Mayor
Voice: Spits and sputters
Attributes [hide]
Medium (5'3") Human, Chaotic Neutral (CR 3)
Armor Class 10
Hit Points 22 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 10 (+0) | 15 (+2) | 16 (+3) | 16 (+3) | 13 (+1) |
Senses Passive Perception 13
Languages Common, Aquan, Druidic, Sylvan
Attacks Melee +1 / 1d8-1, Ranged +2 / 1d8+0, Grapple +0
Possessions: 2300 sp.
Everard Upton, Male Human [Permalink]
Personal [hide]
Description: An imposing man with a heavy stainless steel prosthetic right hand, he wears a fancy green suit. His white hair is braided into rings. His eyes, though not visible through his cowl, are green.
Personality: Overbrimming with self-confidence, Everard isn't afraid of most anything. He has a strong dislike to people who do not believe in Human unity. His home and work are filled with various knick knacks he has acquired through the years. He cares a great deal for his adopted teenage son.
History: Gifted from a young age, Everard studied abroad. A serious injury left his father unemployed and in need of constant care. His family became saddled with debt trying to care for his infirm father. He has since lost track of the people in his past.
Motivation: Find a way to reverse the transformation of his sister; and regain custody of his son
Ideals: Impeccable, Gifted. Bonds: Attractive, Family, Debt. Occupation: Bellfounder
Voice: Complex vocabulary, royal
Attributes [hide]
Medium (5'11") Human, Chaotic Neutral (CR 3)
Armor Class 13
Hit Points 8 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 16 (+3) | 7 (-2) | 13 (+1) | 12 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common, Undercommon
Attacks Melee +3 / 1d8+1, Ranged +5 / 1d8+3, Grapple +3
Possessions: 300 gp.
Simon Hayhurst, Male Human [Permalink]
Personal [hide]
Description: A man with a friendly, welcoming air about him, he wears loose pants and a collared shirt complete with sweater beneath his coat. His top hat is riddled with cuts and holes. His face is covered beneath a completely black helmet.
Personality: He misses his glory days as an athlete. He does not mind his job, but it is boring in comparison. He takes great pride in his work and is very well organized. His planner is full of calendar events.
History: Simon hails from a village terrorized by brigands. He was one of the best in his class, and was picked up by his current employer. He quickly showed his capability and was soon promoted to a head role. Days after completing his studies, news broke out that his hometown was attacked by brigands. Simon was horrified and prayed that his mother was alright. However, he heard that his mother had died fighting off the brigands.
Motivation: Further expansion of business.
Ideals: Athletic. Flaws: Ugly. Bonds: Job, Enemies. Occupation: Barber
Voice: Cold and demanding tone
Attributes [hide]
Medium (5'6") Human, Lawful Good (CR 3)
Armor Class 10
Hit Points 25 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 11 (+0) | 14 (+2) | 11 (+0) | 14 (+2) | 14 (+2) |
Senses Passive Perception 12
Languages Common
Attacks Melee +5 / 1d8+3, Ranged +2 / 1d8+0, Grapple +3
Possessions: 100 gp. 1 Half-Plate. 1 Half-Plate.
Gunter Alston, Male Human [Permalink]
Personal [hide]
Description: He is an average looking southern male in his early mid-life. He wears a shirt and pants that are bristling with pockets overflowing with maps, compasses, and other navigational equipment. He wears his chestnut hair up in a very large beehive style do. His gray eyes have a joyful gleam in them most of the time.
Personality: His voice, at times compared to that of a Nymph, lambasts those who consider themselves "civilized" with snide, belittling remarks; the subtle growl he speaks with growing louder in doing so, one can find it most pronounced, despite the otherwise natural purity of his tone. Gunter is a bit of a follower. Usually he is manipulated by his sisters into helping them out, but recently he has become more of a free agent.
History: He was born a particularly ugly child, much to the horror of his parents. He made a point of taking high paying jobs and getting most of it up front. Due to his spouse's obsession with being a Dilettante they were divorced and he won custody of their daughter. He worked as a Mercenary, and he later adopted a second daughter.
Motivation: He desires power and/or immortality; and regain custody of his daughter
Ideals: Entrepeneur. Flaws: Cynical, Ugly. Bonds: Family, Adventurer. Occupation: Mercenary
Voice: Rhymes sentences (sorry)
Attributes [hide]
Medium (6'5") Human, Lawful Neutral (CR 3)
Armor Class 12
Hit Points 12 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 15 (+2) | 8 (-1) | 12 (+1) | 5 (-3) | 14 (+2) |
Senses Passive Perception 7
Languages Common, Celestial
Attacks Melee +4 / 1d8+2, Ranged +4 / 1d8+2, Grapple +4
Possessions: 100 gp. Solid gold idol (700 gp). An abacus with copper, silver and gold markers (30 gp). Carved harp of exotic wood with ivory inlay and zircon gems (700 gp).
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Their contribution stands as a beacon of hope for all adventurers!
