Lewis Lindsay, Male Human [Permalink]
Personal [hide]
Description: He is an attractive man, lean and moderately muscular. He dresses like a well dressed Architect does. His long white hair is drawn into a two foot long braid. His face possesses mild wrinkles. His smile is extraordinarily sincere though he does not smile often.
Personality: He is shy and timid. He has not had much interaction with people and is skittish around them. His temper goes off on the smallest of things. He tends to lash out at those around him.
History: He was born to a criminal king-pin and mafia family He became part of the deadliest team of assassins in recent memory. A botched job caused the group to be disbanded. He struck the Architect job and began his own company from there.
Motivation: He possesses a valuable artifact that the thieves guild wishes to steal; and he is unsatisfied with his job
Flaws: Shy, Antagonistic. Bonds: Job, Attractive, Criminal record. Occupation: Architect
Voice: Boston accent
Attributes [hide]
Medium (5'8") Human, True Neutral (CR 4)
Armor Class 8
Hit Points 26 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 6 (-2) | 7 (-2) | 14 (+2) | 14 (+2) | 18 (+4) |
Senses Passive Perception 12
Languages Common, Abyssal, Dwarven
Attacks Melee +3 / 1d10+1, Ranged +0 / 1d10-2, Grapple +1
Possessions: 100 gp.
Alex Brandon, Male Human [Permalink]
Personal [hide]
Description: He wears suspenders and brown workpants. His shirt is yellow, and he wears a heavy brown leather apron most of the time, and carries rapiers. His chestnut hair, when down, is lengthy. His fair skin shows little sign of his aristocratic breeding.
Personality: He believes there is no problem he cannot solve with sufficient elbow grease and persistence, if it is the best or most economic solution matters not. He is skeptical of what others tell him and is slow to trust.
History: His mother raised him in a mountain cabin. Alex liked to wander the woods near his home when he was young, something he still likes to do at least once a week. He never liked modest clothing or shoes, so he would wander the woods barefoot and lightly dressed, and he developed a good sense of balance and learned how to climb and swim well. 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. Alex fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: To fight the greatest warriors and to fight in the greatest battles ever; and a rival would like him out of the picture
Ideals: Fighting, Persistence. Flaws: Shy. Bonds: Attractive, Nature. Occupation: Spy
Voice: Low and grunting
Attributes [hide]
Medium (5'2") Human, Chaotic Neutral (CR 3)
Armor Class 9
Hit Points 32 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 9 (-1) | 13 (+1) | 15 (+2) | 13 (+1) | 8 (-1) |
Senses Passive Perception 11
Languages Common, Celestial, Goblin
Attacks Melee +5 / 1d8+3, Ranged +1 / 1d8-1, Grapple +3
Possessions: 100 gp.
Alex Thornton, Male Human [Permalink]
Personal [hide]
Description: This slender man stands about 5'10". He wears a custom-built plate barding that's adorned with yellow lining and desert motifs. His hair, while still mostly white, has prominent grey streaks. His blue eyes are passionate and lively.
Personality: He has a very dry and sarcastic sense of humor. He is not one for noise or eating so much, which is in direct contrast with his big mouthed big gutted partner. His partner is his best friend in the world. The two are very close despite being more or less each other's opposites. He does suffer from mild PTSD, and the sight of gnolls may trigger it at times.
History: His mother raised him in a mountain cabin. When he was little, his rather wealthy family often ventured across the forest 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 forest due to the painful memories there. Alex took refuge in the old dungeon and found the beat up club and armor he uses now. He moves from town to town, unable to find a place to settle.
Motivation: He's looking for his big break; and he has a rivalry with the church that dominates his actions
Bonds: Adventurer, Enemies, Nature, Immigrant, Religious. Occupation: Armorer
Voice: Posh accent
Attributes [hide]
Medium (5'10") Human, Lawful Neutral (CR 3)
Armor Class 9
Hit Points 23 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 9 (-1) | 8 (-1) | 12 (+1) | 13 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common, Gnoll
Attacks Melee +4 / 1d8+2, Ranged +1 / 1d8-1, Grapple +2
Possessions: 7000 cp. 1 Masterwork Uncommon Weapon. 1 Masterwork Common Melee. 1 Masterwork Uncommon Weapon.
Bertram Yeardley, Male Human [Permalink]
Personal [hide]
Description: He tends to wear a white poncho over his likewise colored trousers and shirt. He carries a battered dagger and tarnished greatsword as well. He has done his best to style his white hair to look like a famous performer. His eyes are green and he is always smoking a pipe.
Personality: He speaks before he thinks and is too direct. He always tries to repair and not replace. It was this mentality that drove him into the Banker business.
History: He was born with several neurological imbalances, which makes sleep difficult for him. It may also be what makes him so good at details. Cursed with a spirit at a very young age, Bertram has worked very hard to control his curse. 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. Bertram fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: To fight the greatest warriors and to fight in the greatest battles ever; and to get a good night's sleep
Ideals: Fighting, Persistence. Flaws: Impulsive, Disease, Insomniac. Occupation: Banker
Voice: Scottish accent
Attributes [hide]
Medium (5'11") Human, Neutral Good (CR 3)
Armor Class 9
Hit Points 30 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 8 (-1) | 15 (+2) | 13 (+1) | 9 (-1) | 10 (+0) |
Senses Passive Perception 9
Languages Common, Gnome
Attacks Melee +2 / 1d8+0, Ranged +1 / 1d8-1, Grapple +0
Possessions: 200 gp.
Jocelyn Everleigh, Male Human [Permalink]
Personal [hide]
Description: He wears tattered old clothes. His skin is fair and his fingers are delicate and long. His black hair is heavily combed to the left. He has green eyes and a black hat with a tan feather.
Personality: Cocky and sure of himself, he believes he is the best Body Guard born in the past three hundred years. He lacks restraint and is impulsive. He jumps in and acts without thinking all too often.
History: The child of a Stableman, who enjoyed hunting, Jocelyn was taken on many hunting expeditions. In his 17th year, while out on a day-trip, he returned to find his hometown burning and destroyed. He found his father impaled in their home, and his mother beheaded. He saw the man who walked out, and charged him in a blind rage. The man easily evaded and defeated him, leaving him to live broken and terrified. He has set out to sabotage the competition.
Motivation: Balancing his hectic life and new Body Guard responsibilities is difficult; and sabotage a competitor
Flaws: Ugly, Impulsive, Fearful. Bonds: Job, Nature. Occupation: Body Guard
Voice: Soothing and warm
Attributes [hide]
Medium (6'0") Human, Neutral Good (CR 3)
Armor Class 11
Hit Points 25 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 13 (+1) | 13 (+1) | 10 (+0) | 11 (+0) | 16 (+3) |
Senses Passive Perception 10
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +3 / 1d8+1, Grapple +1
Possessions: 400 gp. 1 Masterwork Uncommon Weapon. 1 Masterwork Common Melee. 1 Masterwork Uncommon Weapon.
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Their contribution stands as a beacon of hope for all adventurers!
