Cory Melancon, Male Human [Permalink]
Personal [hide]
Description: A man with a warm, jovial air about him, he is constantly adorned with expensive silk clothing, often dyed in bright violet and green, and wears rings and necklaces with large, colorful gems. His moppish brown hair is in a traditional bowl cut. He is baby faced.
Personality: A skeptical and narcissistic man, Cory's first love is himself. His second love is also himself. He enjoys reading and quiet.
History: He is the product a well kept family trust fund and as such has never really known need. A few years later when the south was not economically sound they moved to his current location. He hasn't been sleeping well lately.
Motivation: To reunite with his absent mother; and find a way to reverse the transformation of his brother
Ideals: Impeccable, Logical. Flaws: Insomniac. Bonds: Rich, Immigrant, Family. Occupation: Fletcher
Voice: Whispers
Attributes [hide]
Medium (5'4") Human, Neutral Good (CR 3)
Armor Class 12
Hit Points 21 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 14 (+2) | 15 (+2) | 15 (+2) | 14 (+2) | 14 (+2) |
Senses Passive Perception 14
Languages Common, Goblin, Abyssal
Attacks Melee +3 / 1d8+1, Ranged +4 / 1d8+2, Grapple +2
Possessions: 1700 sp. Amethyst (160 gp). Amber (160 gp). Coral (160 gp). 1 Disguise kit. 1 Good lock.
Henry Thornton, Male Human [Permalink]
Personal [hide]
Description: He wears brown robes with leather pauldrons. Though occasionally he wears more armor. He prefers to carry a sickle, but if one is not available he will default to his monstrous two handed axe. He carries with him a set of monstrous two handed axes, each one with a amber on the hilt. He only wears one on his belt and the other on his back. His hair is blonde and curly. His ears are large.
Personality: He acts crazy and hedonistic. He refers to his adoptive mother for almost all things he is unsure about, which are numerous. He is very much still a child and has not developed a drive for self-dependency.
History: He was born a particularly ugly child, much to the horror of his parents. Being born in the east, he completed his medical training abroad so as to avoid the war. He returned after the war having achieved medical proficiency. He was a general practitioner in the east for years, until he, through no fault of his own, lost a patient who had a very powerful family. Rather than risk reprisal he made his way south. He was recently attacked on the road and savagely beaten by bandits.
Motivation: Doesn't want to be a Armorer and was forced into it by his family; and find a way to reverse the transformation of his brother
Ideals: Fighting. Flaws: Ugly, Hedonist. Bonds: Family. Occupation: Armorer
Voice: Speaks through clenched teeth
Attributes [hide]
Medium (5'1") Human, Lawful Good (CR 3)
Armor Class 7
Hit Points 24 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 4 (-3) | 13 (+1) | 14 (+2) | 11 (+0) | 15 (+2) |
Senses Passive Perception 10
Languages Common, Terran, Orc
Attacks Melee +2 / 1d8+0, Ranged -1 / 1d8-3, Grapple -1
Possessions: 100 gp. 1 Half-Plate.
Kyle Staurheim, Male Human [Permalink]
Personal [hide]
Description: His skin is bronze and flawless. He wears suspenders and tan workpants. His shirt is grey, and he wears a heavy tan leather apron most of the time. He is an epitome of beauty. He keeps his long golden hair kept up in a rat tail. He has brown eyes and a tan hat with a grey feather.
Personality: Kyle speaks confidently about a variety of topics with grace. He is clearly well-traveled and educated. As he has aged he has sought to do reparations for his actions as a youth. He is also making sure that his compatriots who never received punishment for their crimes are brought to justice.
History: Kyle hails from a village terrorized by illithids. Kyle 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. Kyle 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. Recently he has begun working with bootleggers and crooks.
Motivation: He has decided he is irredeemable; and he possesses a valuable artifact that the thieves guild wishes to steal
Ideals: Impeccable, Justice. Bonds: Attractive, Criminal record, Enemies. Occupation: Detective
Voice: Jamaican accent
Attributes [hide]
Medium (6'2") Human, Chaotic Evil (CR 3)
Armor Class 11
Hit Points 18 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 12 (+1) | 8 (-1) | 12 (+1) | 14 (+2) | 14 (+2) |
Senses Passive Perception 12
Languages Common, Giant
Attacks Melee +3 / 1d8+1, Ranged +3 / 1d8+1, Grapple +1
Possessions: 17000 cp.
Drogo Vance, Male Human [Permalink]
Personal [hide]
Description: A well shaped man just over fifty, he wears a robe, a symbol of magic around his neck, and a flail on his belt. His golden hair, when down, is lengthy. He wears a mask on his face.
Personality: He is quiet and anti-social and can barely make it a few minutes in conversation before his hampering stammer kicks in. He is often prim and proper but will on occasion tell either really disgusting or offensive jokes, which seem out of character.
History: Born to a poor family in the city he treasured whatever gifts he got. He went to a religious school and was inspired by the priests there in charitable deeds. Recently a tribe of dire rats attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Drogo fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: His religion dominates his actions; and to fight the greatest warriors and to fight in the greatest battles ever
Ideals: Fighting, Joker. Flaws: Shy. Bonds: Poor, Religious. Occupation: Actor
Voice: Sounds elderly
Attributes [hide]
Medium (5'1") Human, Chaotic Neutral (CR 3)
Armor Class 12
Hit Points 20 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 14 (+2) | 12 (+1) | 13 (+1) | 12 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common, Undercommon
Attacks Melee +2 / 1d8+0, Ranged +4 / 1d8+2, Grapple +2
Possessions: 400 gp.
John Tatum, Male Human [Permalink]
Personal [hide]
Description: Dark and lean, he is a relatively plain man. He wears tight fitting clothing which further accentuates his frame. He has a small bristly mustache and wavy golden hair. His eyes are hazel.
Personality: Cocky and sure of himself, he believes he is the best Barkeep born in the past three hundred years. 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 daughter.
History: He was born blind and as such lacked many opportunities for work. While he appears to be a normal Human, he's... not quite right. Perhaps he's slightly insane, or otherwise so mentally alien to the rest of the world that he plain doesn't fit in. He now owns his own business.
Motivation: He is unsatisfied with his job.
Flaws: Disease, Insane. Bonds: Attractive, Poor, Job, Family. Occupation: Barkeep
Voice: Old thin voice
Attributes [hide]
Medium (6'0") Human, Chaotic Good (CR 5)
Armor Class 10
Hit Points 22 (5d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 11 (+0) | 9 (-1) | 10 (+0) | 11 (+0) | 15 (+2) |
Senses Passive Perception 10
Languages Common
Attacks Melee +5 / 2d4+2, Ranged +3 / 2d4+0, Grapple +3
Possessions: 10 pp.
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Their contribution stands as a beacon of hope for all adventurers!