Gomory Sheldon, Male Human [Permalink]
Personal [hide]
Description: A man with a calm yet intense air about him, he dresses well, wearing red shirts, loose pants, and blazers most of the time. His tied-back hair is brown. Judging by the bloodshot nature of his eyes and the massive bags underneath them one would imagine he has not slept for days.
Personality: He likes to make people angry or surprised. Animals are drawn to him, and he is able to talk to them.
History: He is the product a well kept family trust fund and as such has never really known need. Ostracized due to the necromantic 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. After a long history of fighting, Gomory and his spouse have recently divorced.
Motivation: He's repulsed by the PC; and to get a good night's sleep
Ideals: Gifted. Flaws: Insomniac, Antagonistic. Bonds: Attractive, Rich. Occupation: Sage
Voice: Spits and sputters
Attributes [hide]
Medium (5'4") Human, Lawful Neutral (CR 4)
Armor Class 10
Hit Points 34 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 11 (+0) | 15 (+2) | 15 (+2) | 12 (+1) | 6 (-2) |
Senses Passive Perception 11
Languages Common, Dwarven, Druidic
Attacks Melee +5 / 1d10+3, Ranged +2 / 1d10+0, Grapple +3
Possessions: 43000 sp.
Adam Sherwood, Male Human [Permalink]
Personal [hide]
Description: He is a pot bellied eastern man with a big hulking figure and broad shoulders. He is dressed in a clean grey cloak covering his clean studded leather. Sporting a chestnut mohawk and bushy mustache this man's hair draws a lot of attention. His eyes are violet.
Personality: He is fixated on the number 96. He counts his steps and bites of food to keep in track with it. He seems to be used to being ignored and not questioned about it. His brief stint in the army gave him the idea he was invincible and that he is the toughest man alive.
History: Trained by his father for as long as he can remember he had it drilled in his head that it was his duty to serve his country. Ostracized due to the necromantic powers of his oldest brother, he and his siblings struck out on their own. In the process these unassuming Humans became a terror of the countryside. He has set out to sabotage the competition.
Motivation: Balancing his hectic life and new Merchant responsibilities is difficult; and wants to open a new tavern
Ideals: Athletic, Gifted. Flaws: Insane. Bonds: Military, Job. Occupation: Merchant
Voice: Mumbles to self between sentences
Attributes [hide]
Medium (6'6") Human, True Neutral (CR 4)
Armor Class 12
Hit Points 37 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 15 (+2) | 17 (+3) | 15 (+2) | 15 (+2) | 11 (+0) |
Senses Passive Perception 12
Languages Common, Infernal, Druidic
Attacks Melee +3 / 1d10+1, Ranged +4 / 1d10+2, Grapple +2
Possessions: 30000 cp. Silver pearl (110 gp). Moss agate (5 gp). Onyx (20 gp). 1 Chain shirt.
Arnold Deighton, Male Human [Permalink]
Personal [hide]
Description: A thin man, he clearly needs to put on some weight, but he still has a lot of muscle. He is typically in his Gardener uniform. He is bald on top and has large chestnut tufts of hair around his ears. He has a very pronounced jaw and large eyebrows. He wears rectangular glasses with silver brims.
Personality: He barks his statements quickly and with little fuss. He prefers small words and is at his heart utilitarian. He refers to his adoptive father 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: Arnold lived on a farm with his father, near the main road leading to a nearby town. 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 ran away from his former home and has been making his living as a Gardener for the past few years.
Motivation: Sabotage a competitor; and wants to work out more often
Ideals: Athletic. Flaws: Ugly, Terse. Bonds: Job, Family. Occupation: Gardener
Voice: Can't modulate volume
Attributes [hide]
Medium (5'4") Human, Chaotic Neutral (CR 3)
Armor Class 13
Hit Points 10 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 16 (+3) | 5 (-3) | 12 (+1) | 16 (+3) | 17 (+3) |
Senses Passive Perception 13
Languages Common, Aquan
Attacks Melee +5 / 1d8+3, Ranged +5 / 1d8+3, Grapple +3
Possessions: 1400 sp.
Gerald Marley, Male Human [Permalink]
Personal [hide]
Description: A stocky lighter skinned man, he wears a brown tunic with blue highlights, and long white pants that bunch up around his shoes. His hair is always cut to a buzz. His face possesses mild wrinkles. His smile is extraordinarily sincere though he does not smile often.
Personality: He is a hateful person. He taunts others and blames them for his problems. His job bores him to no end. He has decided to make it more interesting.
History: Born the oldest of a large religious southern family, he was no stranger to responsibility. 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. Recently he has begun working with bootleggers and crooks.
Motivation: He is wracked by social anxiety; and he made a deal with a demon which lead to his current lot in life, and he's becoming increasingly nervous about it
Flaws: Antagonistic, Fearful. Bonds: Adventurer, Criminal record, Religious, Debt. Occupation: Priest
Voice: Farmer accent
Attributes [hide]
Medium (5'5") Human, Chaotic Neutral (CR 3)
Armor Class 9
Hit Points 35 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 9 (-1) | 17 (+3) | 14 (+2) | 11 (+0) | 10 (+0) |
Senses Passive Perception 10
Languages Common, Gnoll, Draconic
Attacks Melee +4 / 1d8+2, Ranged +1 / 1d8-1, Grapple +2
Possessions: 17000 cp. Eye agate (12 gp). Citrine (70 gp). 1 Everburning torch.
Solomon Cooper, Male Human [Permalink]
Personal [hide]
Description: He is a man of bearing and well nourished. He prefers to wear fine silks, though has several suits of combat armor for his hunting needs. He has a red handlebar mustache and slicked back red hair. He is baby faced.
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. Around other people he will do his best to conceal his emotions and appear jolly.
History: He was born into a rich family. He sought a place where he would be rewarded solely on the merits of his skills. This search led him directly into Mercenary work with an outfit from a few towns over. Mercenary work suited him well, and with each successful project, he earned more gold and more respect from his peers. He became a plane-shifter, and is stopping over on this plane for a brief visit.
Motivation: Wants to raise his children well; and he'd like to take his coworkers down a peg
Flaws: Cynical, Shy. Bonds: Rich, Job, Adventurer, Family. Occupation: Mercenary
Voice: Sounds elderly
Attributes [hide]
Medium (5'3") Human, Neutral Good (CR 3)
Armor Class 9
Hit Points 19 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 8 (-1) | 10 (+0) | 11 (+0) | 15 (+2) | 6 (-2) |
Senses Passive Perception 12
Languages Common
Attacks Melee +2 / 1d8+0, Ranged +1 / 1d8-1, Grapple +0
Possessions: 200 gp. Onyx (30 gp).
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