Kyle Davenport, Male Human [Permalink]
Personal [hide]
Description: This man is wearing a long, red cloak. He has a penchant for wearing a ring with an oversized topaz on his left hand. His chestnut hair is thinning but still full. His skin is flawless and his amber eyes scan people very quickly.
Personality: He is business-like. He takes instructions and follows them to the letter. He loves being with his children and actually smiles when they are around. He would do anything for them. He dislikes his ex a great deal.
History: He was always a brilliant, if unscrupulous mind. He dropped out of school before completing his studies. He leaves a trail of broken hearts and full pockets wherever he goes.
Motivation: Regain custody of his son; and an old rival family wants him found
Ideals: Professionalism, Logical. Flaws: Insane. Bonds: Rich, Attractive, Family. Occupation: Carter
Voice: Smooth and feminine
Attributes [hide]
Medium (5'1") Human, Lawful Neutral (CR 3)
Armor Class 12
Hit Points 18 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 15 (+2) | 9 (-1) | 13 (+1) | 13 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common, Auran
Attacks Melee +1 / 1d8-1, Ranged +4 / 1d8+2, Grapple +2
Possessions: 100 gp.
Gerald Hamilton, Male Human [Permalink]
Personal [hide]
Description: This younger middle-aged man wears clothing that is held on in multiple layers but all of it is in poor condition, and a wedding ring on his left hand. He sports a flattop hair cut. He has hazel eyes and a tan hat with a red feather.
Personality: He considers himself a man of culture and sophistication. He likes a good challenge to his wits. He works hard and plays hard.
History: Born to a poor family in the city he treasured whatever gifts he got. When he was little, his rather wealthy family often ventured across the island 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 island due to the painful memories there. Gerald took refuge in the old dungeon and found the beat up greataxe and armor he uses now. Some 6 years later his spouse died after the birth of his son. Heartbroken, Gerald never married again. Instead he focused his life to raising his son whom he trained as his father had trained him before.
Motivation: He doesn't get along with people that don't share his tastes; and nothing but the best is good enough for him
Ideals: Impeccable. Flaws: Hedonist. Bonds: Poor, In love, Nature. Occupation: Bricklayer
Voice: Spits and sputters
Attributes [hide]
Medium (5'7") Human, Chaotic Good (CR 3)
Armor Class 11
Hit Points 34 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
7 (-2) | 12 (+1) | 18 (+4) | 14 (+2) | 16 (+3) | 11 (+0) |
Senses Passive Perception 15
Languages Common, Abyssal, Elven
Attacks Melee +0 / 1d8-2, Ranged +3 / 1d8+1, Grapple +1
Possessions: 100 gp.
Hunter Beitz, Male Human [Permalink]
Personal [hide]
Description: He is bundled in multiple layers and is prepared for a desert trek wearing a turban that covers his face most of the time. He is bristling with hidden weapons, mostly whips and glaives. His moppish golden hair is in a traditional bowl cut. His eyes are likewise green. His teeth are yellowed and unaligned.
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 has a taste for the finer things and spends a great deal of money on luxuries, some more exotic than others.
History: He was born to a pair of big game hunters, but was frequently ill as a child. Hunter 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. Hunter decided he wanted neither the life of his mother 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. As of late he has set up a hidden staging nest where he ambushes people he hires for escort.
Motivation: Seeks redemption; and he has comitted a past crime that haunts him to this day
Flaws: Ugly, Emotional, Disease. Bonds: Criminal record, Rich. Occupation: Tailor
Voice: pre-pubescent
Attributes [hide]
Medium (6'4") Human, Chaotic Evil (CR 3)
Armor Class 10
Hit Points 11 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 11 (+0) | 8 (-1) | 13 (+1) | 15 (+2) | 12 (+1) |
Senses Passive Perception 12
Languages Common, Celestial
Attacks Melee +4 / 1d8+2, Ranged +2 / 1d8+0, Grapple +3
Possessions: 300 gp. Golden yellow topaz (300 gp). Aquamarine (300 gp). Tiger eye turquoise (7 gp). 1 Masterwork Uncommon Weapon. 1 Masterwork Common Ranged Weapon.
Drogo Colton, Male Human [Permalink]
Personal [hide]
Description: What flesh remains visible is marred by burns. He wears dull black sweaters, loose yellow pants, and alligator leather shoes. Beneath his sweater he keeps a concealed trident, just in case. His hair is cut close to his head. He tend to wears goggles to shield his eyes.
Personality: Soft-spoken and well mannered, he has an amazing amount of patience and a slow boiling temper. He has a small toy that he constantly fidgets with.
History: Raised by wardens he was only a novice when dire rats swooped upon their monastery and killed most of the order. In his 17th year, his parents were killed by a dire rats raid, leaving Drogo alone in the world. After a stint in an orphanage, he was adopted. He was recently attacked on the road and savagely beaten by bandits.
Motivation: He wants revenge against dire rats; and he has a rivalry with the church that dominates his actions
Ideals: Disciplined. Flaws: Ugly, Addict. Bonds: Religious, Enemies. Occupation: Scribe
Voice: Jittery and nervous
Attributes [hide]
Medium (5'10") Human, Chaotic Neutral (CR 3)
Armor Class 11
Hit Points 30 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 13 (+1) | 14 (+2) | 8 (-1) | 12 (+1) | 10 (+0) |
Senses Passive Perception 11
Languages Common
Attacks Melee +4 / 1d8+2, Ranged +3 / 1d8+1, Grapple +2
Possessions: Just what you see.
Bertram Carlyle, Male Human [Permalink]
Personal [hide]
Description: He is an exceptionally muscular looking southern young adult. He wears brown robes with leather pauldrons. Though occasionally he wears more armor. He prefers to carry a trident, but if one is not available he will default to his kukri. Beneath his clothing is a huge mess of scar tissue. His golden hair is singed and shortened. His eyes, though not visible through his cowl, are violet.
Personality: He likes to be helpful to his clients. He likes to prescribe proper advice to his clients. He seeks to pay back kindness whenever he gets the chance. Whether it be in the form of unwanted serenades or the latest gossip he always seeks to do solids for his friends.
History: Born in the south to a Bellfounder, Bertram learned a great deal about his father'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 Bellfounder work with an outfit from a few towns over. Bellfounder work suited him well, and with each successful project, he earned more gold and more respect from his peers. He became a Bellfounder soon after.
Motivation: Balancing his hectic life and new Bellfounder responsibilities is difficult; and to be a fletcher again
Ideals: Philantrophist. Flaws: Ugly. Bonds: Slave, Job. Occupation: Bellfounder
Voice: Switch between two voices
Attributes [hide]
Medium (5'9") Human, True Neutral (CR 3)
Armor Class 11
Hit Points 22 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 13 (+1) | 15 (+2) | 18 (+4) | 9 (-1) | 9 (-1) |
Senses Passive Perception 9
Languages Common, Infernal, Sylvan, Ignan, Goblin
Attacks Melee +3 / 1d8+1, Ranged +3 / 1d8+1, Grapple +1
Possessions: 300 gp. 1 Half-Plate. 1 Masterwork studded leather.
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