Ernest Gresham, Male Human [Permalink]
Personal [hide]
Description: He wears a simple burlap shirt and baggy pants. He conceals his axe with his veritable burlap sack of a shirt. He carries with him a set of axes on his belt, each one with a topaz on the hilt. His white hair is cut short with large spiked bangs in the front. His blue eyes lackadaisically let the world flow into them.
Personality: He is quiet and unassuming. He ignores others and carries on with his job unassumingly. He disdains his fellow easterners, claiming they make him look unintelligent just for using an accent.
History: His history is one of pain. He was disowned by both parents and raised among the slaves his parents kept. Before the accident, he was one of the most outspoken anti-Human activists. He was mortally wounded, saved by a kind and fast-acting Human doctor. He then took over the family business and is one of the better Servant for hire.
Motivation: He is currently in port desperately looking for someone to get him out.
Ideals: Fighting. Flaws: Racist. Bonds: Job, Immigrant, Slave. Occupation: Servant
Voice: Puts emphasis on the wrong words
Attributes [hide]
Medium (5'10") Human, Chaotic Good (CR 3)
Armor Class 9
Hit Points 32 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 9 (-1) | 15 (+2) | 14 (+2) | 14 (+2) | 17 (+3) |
Senses Passive Perception 12
Languages Common, Gnoll, Terran
Attacks Melee +2 / 1d8+0, Ranged +1 / 1d8-1, Grapple +0
Possessions: 200 gp.
Roger Tickle, Male Human [Permalink]
Personal [hide]
Description: His skin is bronze and flawless. He is wearing a perfectly clean shirt and pair of pants. He is an epitome of beauty. His hair is auburn and very short. His eyes are gray and catlike.
Personality: He can speak with the dead, and doesn't see much difference between the living and dead. He has all his life been fascinated with painting.
History: Roger was born with his father's beautiful face. He sought a place where he would be rewarded solely on the merits of his skills. This search led him directly into Masseuse work with an outfit from a few towns over. Masseuse work suited him well, and with each successful project, he earned more gold and more respect from his peers. When he grew older, he became a bit more civilized, usually hanging around bars and taverns. He began work as a mercenary for hire. He would embark on any mission as long as the price was right.
Motivation: He has passion for adventuring and risk; and to share knowledge with the world
Ideals: Gifted, Artistic, Logical. Bonds: Attractive, Job, Adventurer. Occupation: Masseuse
Voice: Speaks with back of mouth
Attributes [hide]
Medium (5'7") Human, Chaotic Neutral (CR 3)
Armor Class 11
Hit Points 19 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
6 (-2) | 13 (+1) | 6 (-2) | 16 (+3) | 11 (+0) | 11 (+0) |
Senses Passive Perception 10
Languages Common, Terran, Goblin, Gnoll
Attacks Melee +0 / 1d8-2, Ranged +3 / 1d8+1, Grapple +1
Possessions: 8000 cp. 4 Holy water.
Drogo Bristol, Male Human [Permalink]
Personal [hide]
Description: He does not wear sleeves and tends to eschew shirts when he can avoid it. He carries a battered flail and tarnished shortspear as well. His broad hat is riddled with cuts and holes. His fierce violet eyes like to dwell on things.
Personality: He is a man who does what he needs to. He will acquiesce to black mail and extortion to avoid trouble. A true patriot, Drogo would do anything for his country. He is fiercely protective of his fellow citizens and foreign allies.
History: Trained by his mother for as long as he can remember he had it drilled in his head that it was his duty to serve his country. His mother was a soldier and died while he was still young. Drogo was left his mother's suit of armor and trained in its use and care. Recently he has begun working with bootleggers and crooks.
Motivation: A rival would like him out of the picture; and his religion dominates his actions
Ideals: Fighting. Flaws: Ugly. Bonds: Criminal record, Military, Religious. Occupation: Farmer
Voice: Smoker's lung
Attributes [hide]
Medium (5'0") Human, Lawful Evil (CR 4)
Armor Class 11
Hit Points 21 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 12 (+1) | 9 (-1) | 10 (+0) | 14 (+2) | 16 (+3) |
Senses Passive Perception 12
Languages Common
Attacks Melee +1 / 1d10-1, Ranged +3 / 1d10+1, Grapple +2
Possessions: 100 gp.
Henry Eastoft, Male Human [Permalink]
Personal [hide]
Description: He is a paragon of his species. He is larger and stronger than most Humans. His skin is light but he possesses many brown ritualistic tattoos. He wears white robes with leather pauldrons. Though occasionally he wears more armor. He prefers to carry a halberd, but if one is not available he will default to his greataxe. His hair, while still mostly golden, has prominent grey streaks. His gray eyes are passionate and lively.
Personality: The man has a huge range of feeling. He will range from being happy and joking with the occasional self put down to crying stating how he will be a better person from this day on. He can't help but pocket interesting objects he comes across
History: Henry 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. Henry was a troubled youth. He spent his days as a hard laborer instead of attending school, and spent his evenings with numerous mobsters and gang members. Henry decided he wanted neither the life of his father nor that of the evil petty criminals he associated with. During his early adolescence, he took a sudden opportunity while working the docks and commandeered a vessel that was left unmanned. Being a Barkeep 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 feels that his past leaves him morally obligated to help; and a rival would like him out of the picture
Flaws: Emotional. Bonds: Criminal record, Poor, Adventurer. Occupation: Barkeep
Voice: Mumbles to self between sentences
Attributes [hide]
Medium (5'8") Human, Lawful Evil (CR 4)
Armor Class 14
Hit Points 23 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 18 (+4) | 7 (-2) | 8 (-1) | 10 (+0) | 12 (+1) |
Senses Passive Perception 10
Languages Common
Attacks Melee +3 / 1d10+1, Ranged +6 / 1d10+4, Grapple +4
Possessions: 30 pp. 1 Tanglefoot bags. 4 Antitoxin. 1 Everburning torch.
Adelard Clare, Male Human [Permalink]
Personal [hide]
Description: He wears blue robes with leather pauldrons. Though occasionally he wears more armor. He prefers to carry a longsword, but if one is not available he will default to his dagger. He wears his white hair down. His face is covered beneath a completely black helmet.
Personality: He goes out his way to put a smile on everyone's face. There's no-one he won't accept into his heart. He will pursue extreme courses of action in the short term, confident that they cannot fail.
History: Born in the west to a Barrister, Adelard learned a great deal about his mother's area of expertise. His parents enrolled him in a Fighter school at a young age so that he could practice his necromantic talents. He struck the Barrister job and began his own company from there.
Motivation: Wants to open a new tavern; and he is unsatisfied with his job
Ideals: Optimist, Gifted. Flaws: Impulsive. Bonds: Job. Occupation: Barrister
Voice: Speaks with squeezed throat
Attributes [hide]
Medium (5'3") Human, Neutral Evil (CR 4)
Armor Class 13
Hit Points 10 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 16 (+3) | 5 (-3) | 11 (+0) | 15 (+2) | 15 (+2) |
Senses Passive Perception 12
Languages Common
Attacks Melee +5 / 1d10+3, Ranged +5 / 1d10+3, Grapple +3
Possessions: 100 gp. 1 Masterwork Common Melee. 1 Masterwork Common Melee. 1 Masterwork Common Ranged Weapon. 1 Masterwork Common Melee.
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Their contribution stands as a beacon of hope for all adventurers!