Hugh Heiser, Male Human [Permalink]
Personal [hide]
Description: This man is tall and muscular. He wears a grey collared shirt and black pants. He accessorizes with a red scarf around the waist and a strap diagonally across his shirt. He wears his golden hair down. His face possesses mild wrinkles. His smile is extraordinarily sincere though he does not smile often.
Personality: He is a Shoemaker first and foremost. He believes firmly that knowledge should be universal. He is however nostalgic and wants to reunite with his old comrades. He has some compunction and patriotism and will work for the government before all other clients.
History: He was born on a small isolated farm. Since his father passed away years ago, his mother had doted on him, and he came to think her himself as special and better than other people in town. A notion that was reinforced by his attractiveness, a trait in which he easily excels the other men of his town. In the meantime he has taken over work as a Shoemaker and occasionally as a mercenary.
Motivation: A need for knowledge about a nearby landmark; and meet up once more with his childhood friend
Ideals: Athletic. Bonds: Job, Adventurer, Nature, Attractive. Occupation: Shoemaker
Voice: Old Prospector
Attributes [hide]
Medium (6'4") Human, Chaotic Good (CR 4)
Armor Class 12
Hit Points 34 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 15 (+2) | 11 (+0) | 15 (+2) | 15 (+2) | 10 (+0) |
Senses Passive Perception 12
Languages Common, Terran, Ignan
Attacks Melee +3 / 1d10+1, Ranged +4 / 1d10+2, Grapple +2
Possessions: 4000 sp. Coral (70 gp). Moonstone (60 gp). Banded agate (4 gp). White pearl (70 gp). 1 Minor magic item.
Bertram Tinley, Male Human [Permalink]
Personal [hide]
Description: The man speaks with an almost imperceptible accent. He seems to always be the slightest bit damp as if he got out from a pool a few moments ago. He wears bulky green painted plate armor. He sports a long brown beard, and similarly colored long hair. His violet eyes are slightly larger than normal.
Personality: A rambunctious noisy drunk he knows how to make people feel guilty. 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 the oldest of a large religious northern family, he was no stranger to responsibility. When Bertram reached his early adolescence his Human mother passed away. Feeling disconnected from the small nearby village afterwards, he decided to travel. His rounds led him into the Army with a few individuals who would become his life-long companions. He moves from town to town, unable to find a place to settle.
Motivation: He loathes his own lifestyle.
Ideals: Philantrophist. Flaws: Depressed. Bonds: Immigrant, Religious, Military. Occupation: Fisher
Voice: Smoker's lung
Attributes [hide]
Medium (6'4") Human, Chaotic Neutral (CR 3)
Armor Class 12
Hit Points 25 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 14 (+2) | 13 (+1) | 12 (+1) | 16 (+3) | 13 (+1) |
Senses Passive Perception 13
Languages Common, Infernal
Attacks Melee +3 / 1d8+1, Ranged +4 / 1d8+2, Grapple +3
Possessions: 400 gp. 1 Chain shirt. 1 Breastplate. 1 Masterwork studded leather.
Ralf Trowbridge, Male Human [Permalink]
Personal [hide]
Description: A man with a warm, jovial air about him, he tends to wear a brown poncho over his likewise colored trousers and shirt. He sports a flattop hair cut. His eyes, though not visible through his cowl, are gray.
Personality: He tends to agree with only himself unless someone else's opinion sounds like he can profit from it. He tries to control his temper but he can't always stop himself from what he feels what must be done. He is obsessed with finding treasure.
History: Born in the west his family was never financially stable. When he was little, his rather wealthy family often ventured across the forest to a summer home near a large cave. He would wander through that large cave 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. Ralf took refuge in the large cave and found the beat up warhammer and armor he uses now. He bought a warhammer and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: Doesn't want to be a Glassblower and was forced into it by his family; and wants to raise his children well
Flaws: Antagonistic. Bonds: Adventurer, Poor, Nature, Family. Occupation: Glassblower
Voice: Soft and melodious
Attributes [hide]
Medium (6'1") Human, Chaotic Good (CR 3)
Armor Class 13
Hit Points 13 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 17 (+3) | 6 (-2) | 12 (+1) | 7 (-2) | 9 (-1) |
Senses Passive Perception 8
Languages Common, Auran
Attacks Melee +1 / 1d8-1, Ranged +5 / 1d8+3, Grapple +0
Possessions: 400 gp. An ornate, electrum-trimmed steel scabbard worked in swirl-patterns (150 gp).
Gilbert Blakely, Male Human [Permalink]
Personal [hide]
Description: This malnourished man is bundled in multiple layers and is prepared for a desert trek wearing a turban that covers his face most of the time. His golden hair has been sun bleached extensively. His green eyes peer out from beneath his top green hat.
Personality: He is filled with cunning. He likes to feign weakness letting people think he is weak. He plays an instrument quite well.
History: He was always a brilliant, if unscrupulous mind. When money was particularly tight he was walking through alleys when he overheard a Merchant hiring some criminals to sabotage a competitor. He made his way to the other competitor and parlayed his knowledge into a job. He has never given up on his painting dream.
Motivation: He is not mentally stable, and does not behave rationally; and to share knowledge with the world
Ideals: Artistic, Logical. Flaws: Secretive, Insane. Bonds: Poor. Occupation: Merchant
Voice: Farmer accent
Attributes [hide]
Medium (5'8") Human, Lawful Good (CR 4)
Armor Class 11
Hit Points 34 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 13 (+1) | 10 (+0) | 9 (-1) | 10 (+0) | 8 (-1) |
Senses Passive Perception 10
Languages Common
Attacks Melee +5 / 1d10+3, Ranged +3 / 1d10+1, Grapple +3
Possessions: 600 gp. 1 Minor magic item.
Gomory Perry, Male Human [Permalink]
Personal [hide]
Description: He appears as an extremely gaunt Human, and stands approximately 6'6". He wears a large hat to cast shadows over his face and wears ponchos to better hide his body, and his gloved hand is found clutching a nunchaku. His silver hair is matted, messy, and big. He wears a mask on his face.
Personality: He has a massive crush on the younger sibling of the Spice Merchant who has hired him part-time. He is lazy and tries to find solutions quickly.
History: Gomory lived on a farm with his father, near the main road leading to a nearby town. His father disappeared, and while he tried to raise money to find his father, he was betrayed dozens of times. When his spouse passed he lost his only source of income but claims to his sons to still be retired.
Motivation: His spouse's relatives view him with great suspicion; and find a way to reverse the transformation of his brother
Flaws: Ugly, Lazy, Depressed. Bonds: Has a crush, Family. Occupation: Spice Merchant
Voice: Rhymes sentences (sorry)
Attributes [hide]
Medium (6'6") Human, Neutral Evil (CR 4)
Armor Class 11
Hit Points 23 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 12 (+1) | 9 (-1) | 13 (+1) | 12 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common, Terran
Attacks Melee +5 / 1d10+3, Ranged +3 / 1d10+1, Grapple +3
Possessions: 200 gp. 1 Bullseye lantern. 1 Spyglass. 1 Silk rope. 1 Masterwork manacles.
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Their contribution stands as a beacon of hope for all adventurers!