Thomas Gentry, Male Human [Permalink]
Personal [hide]
Description: This dark-skinned male dresses well, typically a more casual-formal manner. He is tall, broad shouldered and powerfully built. He sports a long brown beard, and similarly colored long hair. His eyes are green and catlike.
Personality: Prone to second guessing himself, he comes off as nervous. He does not mind isolation but does not hate company and attempts to receive them as best as possible.
History: He got into the Healer business at a young age. From his teen years he was always beautiful and desirable, so people have always doted on him. Some 5 years later his spouse died after the birth of his daughter. Heartbroken, Thomas never married again. Instead he focused his life to raising his daughter whom he trained as his father had trained him before.
Motivation: Sabotage a competitor; and expand his business
Ideals: Extrovert. Flaws: Shy. Bonds: Attractive, Job, In love. Occupation: Healer
Voice: Speaks with lower jaw sticking out
Attributes [hide]
Medium (5'3") Human, True Neutral (CR 3)
Armor Class 9
Hit Points 21 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 9 (-1) | 13 (+1) | 12 (+1) | 15 (+2) | 16 (+3) |
Senses Passive Perception 12
Languages Common, Orc
Attacks Melee +4 / 1d8+2, Ranged +1 / 1d8-1, Grapple +2
Possessions: 1100 sp. 1 Half-Plate.
Ralf Palomarez, Male Human [Permalink]
Personal [hide]
Description: This petite short man is perpetually holding a chocolate of some kind. He wears a faded coat and loose pants complete with small hat, marred by chocolates. His black hair is smooth and relatively long. His eyes are hazel.
Personality: Overbrimming with self-confidence, Ralf isn't afraid of most anything. He has a strong dislike to people who do not believe in Human unity. More though he will beg to come along on any journeys. He will attempt to stowaway on any ship he can in the hopes that it will get him further away.
History: Sold as a small child to a brothel owner, Ralf was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. His mother was supposedly a charlatan fortune teller, but he insists his mother was legitimate. He was recently attacked on the road and savagely beaten by bandits.
Motivation: His religion dominates his actions; and he doesn't get along with people that don't share his tastes
Ideals: Impeccable. Flaws: Ugly. Bonds: Slave, Mentor, Religious. Occupation: Bounty Hunter
Voice: growls and snarls, animalistic
Attributes [hide]
Medium (5'5") Human, Chaotic Neutral (CR 3)
Armor Class 10
Hit Points 26 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 11 (+0) | 14 (+2) | 7 (-2) | 13 (+1) | 17 (+3) |
Senses Passive Perception 11
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +2 / 1d8+0, Grapple +2
Possessions: 400 gp. Moss agate (9 gp). Star ruby (900 gp). Golden yellow topaz (300 gp).
Gerard Hamilton, Male Human [Permalink]
Personal [hide]
Description: He is in excellent shape and dresses in white turtlenecks beneath a brown coat with white slacks. His head has been shaved. His gray unseeing eyes seem to look past you.
Personality: He fancies himself a trickster and likes to rely on his wits to carry the day. He cares for his older siblings and likes to be recognized by them. He invites people to come help in his community garden.
History: He was born to a pair of big game hunters, but was frequently ill as a child. Being born in the west, 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 west 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. Due to his spouse's obsession with being a Locksmith they were divorced and he won custody of their son. He worked as a Sculptor, and he later adopted a second son.
Motivation: Regain custody of his son.
Ideals: Athletic, Philantrophist. Flaws: Ugly, Disease. Bonds: Family. Occupation: Sculptor
Voice: Spanish accent
Attributes [hide]
Medium (5'1") Human, True Neutral (CR 4)
Armor Class 11
Hit Points 31 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 13 (+1) | 14 (+2) | 16 (+3) | 18 (+4) | 9 (-1) |
Senses Passive Perception 14
Languages Common, Gnoll, Druidic, Celestial
Attacks Melee +3 / 1d10+1, Ranged +3 / 1d10+1, Grapple +1
Possessions: 500 gp.
Dean Denholm, Male Human [Permalink]
Personal [hide]
Description: A 5'11" western man, he wears just a brown suit. He has done his best to style his auburn hair to look like a famous performer. His otherwise smooth face is marked with small tiny scars.
Personality: He is shy and timid. He has not had much interaction with people and is skittish around them. A true patriot, Dean would do anything for his country. He is fiercely protective of his fellow citizens and foreign allies.
History: Dean was born in the west. At a young age he loved to build and create. When he was little, his rather wealthy family often ventured across the plains 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 plains due to the painful memories there. Dean took refuge in the old dungeon and found the beat up bow and armor he uses now. He bought a bow and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: To prove his worth to the world; and he wants to get laid
Ideals: Persistence. Flaws: Shy, Impulsive. Bonds: Military, Nature. Occupation: Junk Dealer
Voice: Deep voice with rolling R's
Attributes [hide]
Medium (5'11") Human, Chaotic Neutral (CR 3)
Armor Class 9
Hit Points 18 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 8 (-1) | 9 (-1) | 8 (-1) | 15 (+2) | 15 (+2) |
Senses Passive Perception 12
Languages Common
Attacks Melee +2 / 1d8+0, Ranged +1 / 1d8-1, Grapple +0
Possessions: 100 gp.
Diggory Tyndall, Male Human [Permalink]
Personal [hide]
Description: A stocky darker skinned man, he tends to wear a heavy leather apron. Coupled with his rolled up shirt sleeves this gives him a very relaxed look. His white hair is knotted and matted. He has a tattooed face.
Personality: He likes to brag about his accomplishments and constantly tries to beat others to the punch. He spends most of his days drinking in the Inn, the rowdiest and most dangerous establishment in town. There he gambles, wrestles and listens to stories told by travelers.
History: He served in the navy to pay for his family's outstanding loans. His parents died when he was young, and he was unceremoniously dumped in the city orphanage. Diggory 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 Diggory. 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: He wants to meet his childhood hero.
Ideals: Passionate. Bonds: Adventurer, Military, Criminal record. Occupation: Guard
Voice: Sighs a lot, exhausted
Attributes [hide]
Medium (5'11") Human, Chaotic Neutral (CR 3)
Armor Class 10
Hit Points 36 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 11 (+0) | 18 (+4) | 5 (-3) | 16 (+3) | 17 (+3) |
Senses Passive Perception 13
Languages Common
Attacks Melee +2 / 1d8+0, Ranged +2 / 1d8+0, Grapple +0
Possessions: 800 sp. Fiery yellow corundum (500 gp).
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