Bernard Norton, Male Human [Permalink]
Personal [hide]
Description: He dresses well, wearing brown shirts, loose pants, and blazers most of the time. His skin is fair and his fingers are delicate and long. He has golden hair. His hazel eyes are passionate and lively.
Personality: In the realm of puns, he cannot help himself. He feels obliged to make them. He is stubborn though. He always likes to keep a trick up his sleeve. He likes to fight dirty and will kick and punch below the belt if he feels he even has a chance of losing.
History: A studious child he never was much for a social life, not because he was unlikable, but because he did not seek it out. His mother was a soldier and died while he was still young. Bernard was left his mother's suit of armor and trained in its use and care. He would ruin relationships and cause injury. He was reprimanded several times before being given his current form and forced to learn humility.
Motivation: He has comitted a past crime that haunts him to this day; and he wants nothing more than to rejoin the army
Ideals: Joker, Gifted. Bonds: Attractive, Criminal record, Military. Occupation: Interpreter
Voice: Spits words with contempt
Attributes [hide]
Medium (5'4") Human, Chaotic Neutral (CR 4)
Armor Class 13
Hit Points 21 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 17 (+3) | 8 (-1) | 16 (+3) | 12 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common, Infernal, Gnome, Giant
Attacks Melee +4 / 1d10+2, Ranged +5 / 1d10+3, Grapple +3
Possessions: 500 gp.
Arnold Alton, Male Human [Permalink]
Personal [hide]
Description: A man of a pale complexion, he wears very tight pants and wife beaters, though occasionally he sports a pastel coat. He keeps his long silver hair kept up in a rat tail. He wears crescent spectacles with a black brim.
Personality: Arnold hangs on like a leech to those who appreciate him. It was this clingy personality that held back his painting career. He cannot deal with unfamiliar people for more than a few minutes at a time and if they persist he will grow angry at them.
History: He was born in the east. 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. Arnold took refuge in the ruined castle and found the beat up shortspear and armor he uses now. He moves from town to town, unable to find a place to settle.
Motivation: He wants to get laid; and he has a crush on the local sculptor
Ideals: Artistic. Flaws: Antagonistic. Bonds: Immigrant, Nature, Has a crush. Occupation: Carter
Voice: Old thin voice
Attributes [hide]
Medium (5'0") Human, Lawful Good (CR 5)
Armor Class 11
Hit Points 41 (5d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 12 (+1) | 12 (+1) | 4 (-3) | 13 (+1) | 10 (+0) |
Senses Passive Perception 11
Languages Common
Attacks Melee +4 / 2d4+1, Ranged +4 / 2d4+1, Grapple +1
Possessions: 600 gp. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Trey Hallewell, Male Human [Permalink]
Personal [hide]
Description: He is a husky man, who wears a faded coat and loose pants complete with deerstalker hat. He has a very tight haircut. He has several tiny emerald earrings on each ear.
Personality: He is filled with cunning. He likes to feign weakness letting people think he is weak. Energy wise he seems alert and responsive.
History: His druidic talent manifested at a young age. Aiming to upstage a rival house, his parents had him trained. He was part of a huge silver rush, which was taken over by a mining company. The company confiscated a lot of silver, but the shipment was lost. Lacking all sense, he decided to go on an adventure. He picked a direction and started trekking.
Motivation: He wants to meet his childhood hero; and money/treasure
Ideals: Professionalism, Gifted. Flaws: Secretive. Bonds: Rich, Adventurer. Occupation: Dilettante
Voice: Nasally tone
Attributes [hide]
Medium (6'6") Human, Chaotic Good (CR 3)
Armor Class 11
Hit Points 31 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 13 (+1) | 14 (+2) | 17 (+3) | 10 (+0) | 8 (-1) |
Senses Passive Perception 12
Languages Common, Giant, Abyssal, Halfling
Attacks Melee +4 / 1d8+2, Ranged +3 / 1d8+1, Grapple +2
Possessions: Freshwater pearl (15 gp). Pink pearl (110 gp). Red spinel (110 gp). 1 Half-Plate. 1 Masterwork studded leather. 1 Chain shirt.
Diggory Copeland, Male Human [Permalink]
Personal [hide]
Description: He is in excellent shape and wears dark leathers with embroidery. He wears a deerstalker hat to cover his moderate length chestnut hair. His amber eyes are passionate and lively.
Personality: He cares much about the opinion of others, both in good and in bad: when keeping in line with his opinion, he thinks highly of the other person, but when opinions clash, he can get violently argumentative. He invites people to come help in his community garden.
History: Born to a pair of adventurers, Diggory grew up listening to his father's many stories. He was an adventurer many years ago and he formed a blood bond with his Human companion (his 'brother'). He is searching for what he claims is his rightful reward.
Motivation: Obtaining odd cultural Human artifacts is his passion; and a need for knowledge about a nearby landmark
Ideals: Athletic, Opinionated, Philantrophist. Bonds: Adventurer, Family. Occupation: Doctor
Voice: Strong lisp
Attributes [hide]
Medium (5'5") Human, Chaotic Neutral (CR 3)
Armor Class 10
Hit Points 21 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 10 (+0) | 16 (+3) | 13 (+1) | 13 (+1) | 7 (-2) |
Senses Passive Perception 11
Languages Common, Gnome
Attacks Melee +3 / 1d8+1, Ranged +2 / 1d8+0, Grapple +1
Possessions: 200 gp.
Theodoric Atterton, Male Human [Permalink]
Personal [hide]
Description: He wears a shirt and pants that are bristling with pockets overflowing with maps, compasses, and other navigational equipment. He is portly but not overly obese. His red hair is heavily combed to the right. He wears crescent spectacles with a black brim.
Personality: He is a hateful person. He taunts others and blames them for his problems. He is harsh and unforgiving.
History: Theodoric was raised in a hard working conservative environment. When he came of age, he joined a caravan that would eventually take him to the capital. He would practice along the way and, when he arrived, be apprenticed to a Animal Trainer. Recently a tribe of gnolls attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Theodoric fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: To share knowledge with the world; and further expansion of business
Ideals: Entrepeneur, Fighting, Logical. Flaws: Antagonistic. Bonds: Job. Occupation: Animal Trainer
Voice: Hard of hearing, loud
Attributes [hide]
Medium (5'5") Human, Chaotic Evil (CR 3)
Armor Class 11
Hit Points 19 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 12 (+1) | 14 (+2) | 8 (-1) | 13 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common
Attacks Melee +4 / 1d8+2, Ranged +3 / 1d8+1, Grapple +2
Possessions: 300 gp.
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Their contribution stands as a beacon of hope for all adventurers!
