Justin Deighton, Male Human [Permalink]
Personal [hide]
Description: This slender man stands about 5'6". He is wearing the road beaten gear of a warrior. His hair is cut close to his head. 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. His brief stint in the army gave him the idea he was invincible and that he is the toughest man alive.
History: A powerful wizard made him what he is. When he was little, his rather wealthy family often ventured across the island to a summer home near a ruined castle. He would wander through that ruined castle 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 island due to the painful memories there. Justin took refuge in the ruined castle and found the beat up kukri and armor he uses now. He bought a kukri and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: To fight the greatest warriors and to fight in the greatest battles ever; and he wants nothing more than to rejoin the army
Ideals: Fighting, Persistence. Bonds: Attractive, Military, Mentor, Nature. Occupation: Mercenary
Voice: Raspy
Attributes [hide]
Medium (5'6") Human, Lawful Neutral (CR 3)
Armor Class 13
Hit Points 15 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 16 (+3) | 10 (+0) | 15 (+2) | 11 (+0) | 5 (-3) |
Senses Passive Perception 10
Languages Common, Halfling, Auran
Attacks Melee +3 / 1d8+1, Ranged +5 / 1d8+3, Grapple +3
Possessions: 4000 cp. 1 Masterwork Uncommon Weapon. 1 Masterwork Common Melee. 1 Masterwork Common Melee.
Bertram Hastings, Male Human [Permalink]
Personal [hide]
Description: This slender man stands about 6'3". He wears baggy pastel pantaloons and a green scarf. His auburn hair is greying along the sides and has receded to reveal a widow's peak. His fierce brown eyes like to dwell on things.
Personality: He is extraordinarily passive and rarely speaks, let alone speaks his mind. When he's not drinking or sleeping the drinks off, he's doing dancing.
History: He is the product a well kept family trust fund and as such has never really known need. Bertram 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. He bought a quarterstaff and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: His relatives are trying to arrange a marriage; and regain custody of his son
Ideals: Artistic. Flaws: Shy. Bonds: Rich, Nature, Family. Occupation: Bricklayer
Voice: Sore throat, cough
Attributes [hide]
Medium (6'3") Human, Chaotic Evil (CR 3)
Armor Class 11
Hit Points 22 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 13 (+1) | 11 (+0) | 16 (+3) | 13 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common, Gnome, Halfling, Orc
Attacks Melee +4 / 1d8+2, Ranged +3 / 1d8+1, Grapple +2
Possessions: 400 gp.
Gomory Watson, Male Human [Permalink]
Personal [hide]
Description: He is a physically imposing dark-skinned man. He wears a worn and beaten armor. He wears a feathered hat to hide his balding. His eyes are a pleasant blue.
Personality: Calm and collected, he is a well trained Mercenary. He is a logical person and will generally grow upset if things defy logic and science.
History: He was born to a wealthy landowner in a frontier town, living a normal and happy childhood. He has chosen to use the inheritance that was left to him frivolously. He ran away from his former home and has been making his living as a Mercenary for the past few years.
Motivation: Revenge; and further expansion of business
Ideals: Logical. Bonds: Job, Rich, Enemies. Occupation: Mercenary
Voice: Gruff and masculine
Attributes [hide]
Medium (6'6") Human, Lawful Good (CR 3)
Armor Class 9
Hit Points 24 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 9 (-1) | 13 (+1) | 16 (+3) | 9 (-1) | 15 (+2) |
Senses Passive Perception 9
Languages Common, Infernal, Halfling, Dwarven
Attacks Melee +4 / 1d8+2, Ranged +1 / 1d8-1, Grapple +5
Possessions: 1200 sp.
Cory Digby, Male Human [Permalink]
Personal [hide]
Description: Runty and weak-looking, he wears very tight pants and wife beaters, though occasionally he sports a violet coat. His silver hair is lengthy and is close to two feet long. Judging by the bloodshot nature of his eyes and the massive bags underneath them one would imagine he has not slept for days.
Personality: Friendly and accommodating he would invite many more into his home than his spouse would be comfortable with if they did not express concern about it. He is vehemently anti-magic. All of it is evil and corrupting in his opinion.
History: Born to a poor family in the city he treasured whatever gifts he got. A gypsy cursed him at a young age, leading to his ugly appearance. He was recently attacked on the road and savagely beaten by bandits.
Motivation: To get a good night's sleep; and he is compelled to act according to his religious beliefs
Ideals: Philantrophist, Opinionated. Flaws: Ugly, Insomniac. Bonds: Poor. Occupation: Bookbinder
Voice: Deep voice with rolling R's
Attributes [hide]
Medium (6'3") Human, Chaotic Good (CR 3)
Armor Class 11
Hit Points 17 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 12 (+1) | 13 (+1) | 12 (+1) | 13 (+1) | 17 (+3) |
Senses Passive Perception 11
Languages Common, Halfling
Attacks Melee +2 / 1d8+0, Ranged +3 / 1d8+1, Grapple +5
Possessions: 1200 sp. Tourmaline (150 gp).
Drogo Tyndall, Male Human [Permalink]
Personal [hide]
Description: He is armored in gleaming platemail with gilded edges. A flowing pastel cape and mantle trimmed with soft red waves gently in the breeze. He carries with him a set of nunchakus, each one with a amber on the hilt. He only wears one on his belt and the other on his back. His hair is brown and curly. His hazel eyes dart from person to person.
Personality: He is fixated on the number 91. 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. The occasional robbery is his preferred attention getting crime, but he mainly uses his means for meeting his own perverse desires.
History: Gifted from a young age, Drogo studied abroad. Drogo 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. Drogo decided he wanted neither the life of his father 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. He knows his nephew is from a royal line that had remained secret for centuries, but promised not to tell anyone. So far, no-one knows but him.
Motivation: He is a bit of a kleptomaniac.
Ideals: Fighting, Gifted. Flaws: Insane. Bonds: Rich, Criminal record. Occupation: Mercenary
Voice: Gruff and masculine
Attributes [hide]
Medium (5'2") Human, Lawful Evil (CR 3)
Armor Class 13
Hit Points 25 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 16 (+3) | 14 (+2) | 15 (+2) | 10 (+0) | 13 (+1) |
Senses Passive Perception 10
Languages Common, Ignan, Elven
Attacks Melee +3 / 1d8+1, Ranged +5 / 1d8+3, Grapple +3
Possessions: Star rose quartz (70 gp). Deep green spinel (130 gp).
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