Gerald Badger, Male Human [Permalink]
Personal [hide]
Description: This man is very fat, and wears a green feathered hat and green clothes. His golden hair is lengthy and is close to two feet long. His hazel eyes lackadaisically let the world flow into them.
Personality: He believes mankind has become decadent and spoiled by the march of civilization and an end should come to life as we know it. He would rather hide behind his crafts than deal with other people.
History: Born to a pair of adventurers, Gerald grew up listening to his mother's many stories. Being born in the north, 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 north 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 east. He remains aloof and afraid to be himself due to all the ideals others have placed upon him.
Motivation: He desires power and/or immortality; and find a way to reverse the transformation of his sister
Ideals: Artistic. Flaws: Ugly, Shy. Bonds: Nature, Adventurer, Family. Occupation: Priest
Voice: Gruff and masculine
Attributes [hide]
Medium (6'3") Human, Chaotic Evil (CR 4)
Armor Class 11
Hit Points 20 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 12 (+1) | 9 (-1) | 11 (+0) | 7 (-2) | 9 (-1) |
Senses Passive Perception 8
Languages Common
Attacks Melee +5 / 1d10+3, Ranged +3 / 1d10+1, Grapple +3
Possessions: 1 Masterwork Light steel shield. 1 Banded mail. 1 Half-Plate. 1 Half-Plate.
Hugh Walpole, Male Human [Permalink]
Personal [hide]
Description: He stands about 5'9" and usually wears his blue robe and has his sickle always slung over his shoulder. His left hand appears badly burned and disfigured. He is bald on top and has large black tufts of hair around his ears. His gray eyes show the wear and tear of someone lonely with a great burden to carry.
Personality: He is a very happy person and has lots of energy. To put it simply, he's a very lovable idiot. When triggered he is a bloodthirsty maniac, stopping at nothing and killing everything for almost an hour.
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. Being a Guard kept his interest for a while, but then he became depressed and bored. So he turned to a secret life of crime, taking increasingly more risks and challenges.
Motivation: A rival would like him out of the picture; and seeks redemption
Ideals: Optimist. Flaws: Ugly, Insane. Bonds: Criminal record. Occupation: Guard
Voice: Pirate accent
Attributes [hide]
Medium (5'9") Human, Chaotic Evil (CR 3)
Armor Class 11
Hit Points 13 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 12 (+1) | 11 (+0) | 14 (+2) | 12 (+1) | 17 (+3) |
Senses Passive Perception 11
Languages Common, Gnome, Celestial
Attacks Melee +4 / 1d8+2, Ranged +3 / 1d8+1, Grapple +2
Possessions: 400 gp. 1 Masterwork Common Melee. 1 Masterwork Common Melee.
William Churchill, Male Human [Permalink]
Personal [hide]
Description: Runty and weak-looking, he is wearing a tight brown one piece outfit complete with pants, hood, and a cape. He keeps his long blonde hair kept up in a rat tail. His thin eyebrows rest above his beady blue eyes.
Personality: He is shy and timid. He has not had much interaction with people and is skittish around them. He does suffer from mild PTSD, and the sight of goblins may trigger it at times.
History: William was born the youngest of three triplets. 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 east. Due to his spouse's obsession with being a Jeweler they were divorced and he won custody of their son. He worked as a Navigator, and he later adopted a second son.
Motivation: His spouse's relatives view him with great suspicion; and he wants revenge against goblins
Flaws: Ugly, Shy. Bonds: Poor, Enemies, Family. Occupation: Navigator
Voice: High pitched and raspy
Attributes [hide]
Medium (5'7") Human, Lawful Good (CR 3)
Armor Class 11
Hit Points 19 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
6 (-2) | 13 (+1) | 14 (+2) | 13 (+1) | 15 (+2) | 11 (+0) |
Senses Passive Perception 12
Languages Common, Aquan
Attacks Melee +0 / 1d8-2, Ranged +3 / 1d8+1, Grapple +1
Possessions: Just what you see.
Richard Compton, Male Human [Permalink]
Personal [hide]
Description: A moderately attractive man, he wears silk and lounges about seductively. His chestnut hair is thinning but still full. He has a very pronounced jaw and large eyebrows. He wears rectangular glasses with silver brims.
Personality: Cocky and sure of himself, he believes he is the best Shepherd born in the past three hundred years. His respect, as difficult as one would find it to earn, is unwavering; those who more than prove themselves to him, a bar set well above any reasonable standard, he tolerates in varying degrees. Though less modest and more hasty in his reactions to snap at those who irritate him, Richard is combative with any and all who dare try his patience in the slightest.
History: He was born at the edge of vast plains. He graduated from the Naval Academy and went to see the world at the rank of Ensign. He advanced relatively quickly due to his good work ethic, understanding of the chain of command, and natural leadership ability. He has set out to sabotage the competition.
Motivation: Sabotage a competitor; and wants to open a new tavern
Ideals: Justice. Bonds: Attractive, Job, Nature, Military. Occupation: Shepherd
Voice: Can't modulate volume
Attributes [hide]
Medium (5'1") Human, Neutral Evil (CR 3)
Armor Class 12
Hit Points 26 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 14 (+2) | 12 (+1) | 8 (-1) | 17 (+3) | 17 (+3) |
Senses Passive Perception 13
Languages Common
Attacks Melee +4 / 1d8+2, Ranged +4 / 1d8+2, Grapple +2
Possessions: 3000 cp. 1 Masterwork Common Melee. 1 Masterwork Common Ranged Weapon.
Hunter Cornish, Male Human [Permalink]
Personal [hide]
Description: A stocky darker skinned man, he wears light armors faded through time and improper care. He has shaved his head bald. He has a tattooed face.
Personality: Aggressive, abrasive, and angry, Hunter embodies much of what other species detest in the Humans. He loves his children and doesn't want them to worry about him. He loves to share his singing with anyone who is interested.
History: He was raised happily, as a normal child born to his father and mother. His father taught him the rudiments of the Herbalist arts, while his mother instructed him in etiquette, music and courtly manner. His father disappeared, and while he tried to raise money to find his father, he was betrayed dozens of times. He has been saving his money to try and buy his sister's freedom.
Motivation: Wants to raise his children well.
Ideals: Artistic. Flaws: Antagonistic. Bonds: Family, Rich. Occupation: Herbalist
Voice: Mousy voice
Attributes [hide]
Medium (5'6") Human, Neutral Evil (CR 3)
Armor Class 12
Hit Points 18 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 14 (+2) | 11 (+0) | 16 (+3) | 15 (+2) | 12 (+1) |
Senses Passive Perception 15
Languages Common, Abyssal, Dwarven, Draconic
Attacks Melee +1 / 1d8-1, Ranged +4 / 1d8+2, Grapple +2
Possessions: 1700 sp.
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Their contribution stands as a beacon of hope for all adventurers!
