Norman Ainsworth, Male Human [Permalink]
Personal [hide]
Description: He wears a pastel shirt with thin brown vertical stripes and black pants. He carries a battered greataxe and tarnished bow as well. His hair is golden and curly. His face is feral with sharp distinguishing features. His spectacle hidden eyes are a deep amber.
Personality: He exudes charisma. He is a tour de force of persuasion. Norman is a bit of a follower. Usually he is manipulated by his brothers into helping them out, but recently he has become more of a free agent.
History: Norman was born in the south. At a young age he loved to build and create. In his 10th year, his parents were killed by a orcs raid, leaving Norman alone in the world. After a stint in an orphanage, he was adopted. Days after completing his studies, news broke out that his hometown was attacked by orcs. Norman was horrified and prayed that his mother was alright. However, he heard that his mother had died fighting off the orcs.
Motivation: Regain custody of his son; and an old rival family wants him found
Ideals: Fighting, Persistence. Bonds: Attractive, Family, Enemies. Occupation: Hunter
Voice: Aggressive tone
Attributes [hide]
Medium (5'6") Human, Lawful Good (CR 3)
Armor Class 10
Hit Points 19 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 11 (+0) | 12 (+1) | 11 (+0) | 9 (-1) | 12 (+1) |
Senses Passive Perception 9
Languages Common
Attacks Melee +4 / 1d8+2, Ranged +2 / 1d8+0, Grapple +2
Possessions: 300 gp.
Patrick Atherton, Male Human [Permalink]
Personal [hide]
Description: He dresses in collared shirts and wears a proper scarf over his head. His tied-back hair is white. His face is feral with sharp distinguishing features. His spectacle hidden eyes are a deep amber.
Personality: He has two modes he varies between. On the job he is cold, steely and emotionless. Off the job he is a party animal. He always tries to repair and not replace. It was this mentality that drove him into the Mercenary business.
History: Gifted from a young age, Patrick studied abroad. Ostracized due to the druidic powers of his oldest sister, he and his siblings struck out on their own. In the process these unassuming Humans became a terror of the countryside. 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: To reunite with his old friends; and he is terrified, and will act out of fear
Ideals: Persistence, Gifted. Flaws: Fearful. Bonds: Job, Adventurer. Occupation: Mercenary
Voice: Spits and sputters
Attributes [hide]
Medium (5'4") Human, Chaotic Good (CR 3)
Armor Class 11
Hit Points 27 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 13 (+1) | 12 (+1) | 18 (+4) | 10 (+0) | 13 (+1) |
Senses Passive Perception 10
Languages Common, Druidic, Sylvan, Dwarven, Abyssal
Attacks Melee +4 / 1d8+2, Ranged +3 / 1d8+1, Grapple +2
Possessions: 400 gp. 1 Everburning torch. 2 Antitoxin. 4 Thunderstones.
John Yorke, Male Human [Permalink]
Personal [hide]
Description: This light-skinned male wears a green cloak and cross-gartered yellow stockings. He is tall, broad shouldered and powerfully built. His hair is golden, silky, and of moderate length. He has a tattooed face.
Personality: Confrontational and typically high on some drug or another. To his fellows he is seen as friendly and intelligent, but is angry and unforgiving to the so called fatcats and any who do and have associated with them.
History: Born in a small village he learned the ways of the warrior from his father. John 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. John 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. He got away from his former life and has fallen to alcoholism.
Motivation: He feels that his past leaves him morally obligated to help; and he wants revenge against drow
Ideals: Fighting. Flaws: Addict. Bonds: Attractive, Enemies, Criminal record. Occupation: Detective
Voice: Speaks through clenched teeth
Attributes [hide]
Medium (5'0") Human, Chaotic Neutral (CR 4)
Armor Class 12
Hit Points 25 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
7 (-2) | 14 (+2) | 7 (-2) | 13 (+1) | 9 (-1) | 12 (+1) |
Senses Passive Perception 9
Languages Common, Gnome
Attacks Melee +0 / 1d10-2, Ranged +4 / 1d10+2, Grapple +2
Possessions: 100 gp.
John Winchester, Male Human [Permalink]
Personal [hide]
Description: He prefers to wear the grand gowns of high society. He carries his fan with him everywhere and carries himself as the perfect gentleman. His brown hair is greasy and uncared for. He has violet eyes.
Personality: He is quite rude, and likes to deride his opponents skill and shout insults at them. He is ready at a moment's notice to give into his darker urges. He is a real pyromaniac and does not care who the fire hurts. He often ends up burning people alive in the fires he starts.
History: He was born to a criminal king-pin and mafia family His parents died when he was young, and he was unceremoniously dumped in the city orphanage. John grew up in the orphanage, tormented by the older kids and famished from lack of food. To avoid death by starvation, most orphans take to a life of crime or prostitution (often both), and so did John. 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 has decided he is irredeemable; and he is not mentally stable, and does not behave rationally
Flaws: Ugly, Antagonistic, Insane. Bonds: Rich, Criminal record. Occupation: Carter
Voice: Squeaky
Attributes [hide]
Medium (5'5") Human, Neutral Evil (CR 3)
Armor Class 10
Hit Points 22 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
6 (-2) | 10 (+0) | 17 (+3) | 11 (+0) | 8 (-1) | 15 (+2) |
Senses Passive Perception 9
Languages Common
Attacks Melee +0 / 1d8-2, Ranged +2 / 1d8+0, Grapple +4
Possessions: 200 gp.
Cory Livingstone, Male Human [Permalink]
Personal [hide]
Description: He wears an old set of leather armor, nicked and torn by the ravages of time and battle, but does not cut a very imposing figure. He walks with a slouch but will stand straight to his full 5'1" when asserting himself. His hair, while still mostly black, has prominent grey streaks. He has a tattooed face.
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 has a small toy that he constantly fidgets with.
History: Sold as a small child to a necromancer, Cory was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. His parents divorced when he was young, and his father gained full cudstody. He was regularly beaten by his father, who blamed him for driving them apart. He got away from his former life and has fallen to alcoholism.
Motivation: He's repulsed by the PC.
Ideals: Justice. Flaws: Addict, Antagonistic. Bonds: Mentor. Occupation: Cook
Voice: German accent
Attributes [hide]
Medium (5'1") Human, Chaotic Good (CR 3)
Armor Class 12
Hit Points 25 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
5 (-3) | 14 (+2) | 14 (+2) | 6 (-2) | 11 (+0) | 15 (+2) |
Senses Passive Perception 10
Languages Common
Attacks Melee -1 / 1d8-3, Ranged +4 / 1d8+2, Grapple +2
Possessions: 400 gp.
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