Anselm Marlee, Male Human [Permalink]
Personal [hide]
Description: He wears a blue collared shirt and brown pants. He accessorizes with a green scarf around the waist and a strap diagonally across his shirt. He carries a battered whip and tarnished longsword as well. His long auburn hair reaches down to his waist. His eyes are blue and catlike.
Personality: He is a very philanthropic person; he spends his free time working at various soup kitchens. His job bores him to no end. He has decided to make it more interesting.
History: Anselm hails from a village terrorized by goblins. Anselm 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. Anselm 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. Days after completing his studies, news broke out that his hometown was attacked by goblins. Anselm was horrified and prayed that his mother was alright. However, he heard that his mother had died fighting off the goblins.
Motivation: He wants revenge against goblins; and his name or reputation has been wronged in the past by goblins, and he desires to right it
Ideals: Fighting, Philantrophist. Bonds: Adventurer, Criminal record, Enemies. Occupation: Locksmith
Voice: Stutters
Attributes [hide]
Medium (6'2") Human, Neutral Evil (CR 3)
Armor Class 10
Hit Points 20 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 11 (+0) | 11 (+0) | 8 (-1) | 10 (+0) | 12 (+1) |
Senses Passive Perception 10
Languages Common
Attacks Melee +2 / 1d8+0, Ranged +2 / 1d8+0, Grapple +1
Possessions: 6000 cp. 1 Masterwork Common Ranged Weapon.
John Compton, Male Human [Permalink]
Personal [hide]
Description: He is an attractive man, lean and moderately muscular. He dresses well, wearing brown shirts, loose pants, and blazers most of the time. His hair is long and white with streaks of golden, and is pulled back with small brown clips. His beard is golden, braided, and well cared for. His blue eyes show the wear and tear of someone lonely with a great burden to carry.
Personality: He speaks before he thinks and is too direct. He always tries to repair and not replace. It was this mentality that drove him into the Fortune-teller business.
History: He was born at the edge of vast desert. He sought a place where he would be rewarded solely on the merits of his skills. This search led him directly into Fortune-teller work with an outfit from a few towns over. Fortune-teller work suited him well, and with each successful project, he earned more gold and more respect from his peers. He's also a talented Weaver, but doesn't like to broadcast it.
Motivation: He'd like to take his coworkers down a peg; and sabotage a competitor
Ideals: Persistence. Flaws: Impulsive. Bonds: Attractive, Nature, Job. Occupation: Fortune-teller
Voice: Speaks with lower jaw sticking out
Attributes [hide]
Medium (5'5") Human, Neutral Good (CR 3)
Armor Class 9
Hit Points 18 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 8 (-1) | 8 (-1) | 9 (-1) | 14 (+2) | 16 (+3) |
Senses Passive Perception 12
Languages Common
Attacks Melee +2 / 1d8+0, Ranged +1 / 1d8-1, Grapple +1
Possessions: 200 gp.
Hugh Emsworth, Male Human [Permalink]
Personal [hide]
Description: This man is moderately tanned and has just the faintest trace of an accent. He wears a tattered pair of loose white pants, a matching torn shirt, and a visible pair of similar condition same color briefs. He has no hair. His eyes are brown and he is always smoking a pipe.
Personality: Calm and collected, he is a well trained Dilettante. He is able to fit into much smaller and tighter spaces than normal.
History: He got into the Dilettante business at a young age. He was an apprentice working in his mother's forge. He has gone from town to town till he finds a spot where he can set up a sustainable business.
Motivation: He'd like to take his coworkers down a peg; and to be a bather again
Ideals: Gifted. Flaws: Ugly. Bonds: Poor, Immigrant, Job. Occupation: Dilettante
Voice: Mousy voice
Attributes [hide]
Medium (6'1") Human, Neutral Evil (CR 3)
Armor Class 13
Hit Points 30 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 16 (+3) | 13 (+1) | 13 (+1) | 15 (+2) | 11 (+0) |
Senses Passive Perception 12
Languages Common, Undercommon
Attacks Melee +3 / 1d8+1, Ranged +5 / 1d8+3, Grapple +3
Possessions: 400 gp. 1 Superior lock. 1 Good lock. 1 Average lock.
Kody Compton, Male Human [Permalink]
Personal [hide]
Description: He is wearing dark clothing and a heavy breastplate, keeping many of his physical features obscured, and he perpetually has his quarterstaff ready. His hair is greying and his face has many wrinkles. His eyes are likewise 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 disdains his fellow southerners, claiming they make him look unintelligent just for using an accent.
History: He was born to a criminal king-pin and mafia family His parents died when he was young, and he was unceremoniously dumped in the city orphanage. Kody 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 Kody. He now has a substantial network of resources ranging from contacts to ships to peers.
Motivation: He's repulsed by the PC.
Ideals: Fighting, Entrepeneur. Flaws: Antagonistic. Bonds: Immigrant, Criminal record. Occupation: Glassblower
Voice: Forgets to breathe while speaking
Attributes [hide]
Medium (5'6") Human, True Neutral (CR 4)
Armor Class 11
Hit Points 20 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 13 (+1) | 10 (+0) | 13 (+1) | 14 (+2) | 12 (+1) |
Senses Passive Perception 14
Languages Common, Orc
Attacks Melee +3 / 1d10+1, Ranged +3 / 1d10+1, Grapple +1
Possessions: 100 gp. Black star sapphire (1000 gp). Blue star sapphire (1000 gp). 1 Superior lock. 1 Disguise kit. 1 Magnifying glass. 1 Bullseye lantern.
Trey Nash, Male Human [Permalink]
Personal [hide]
Description: He is a small man, but exceptionally fit. He wears a large hat to cast shadows over his face and wears ponchos to better hide his body. He has no hair. His thin eyebrows rest above his beady amber eyes.
Personality: He is a Layabout first and foremost. He believes firmly that knowledge should be universal. He loves being with his children and actually smiles when they are around. He would do anything for them. He dislikes his ex a great deal.
History: Trey lived on a farm with his father, near the main road leading to a nearby town. 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 ran away from his former home and has been making his living as a Layabout for the past few years.
Motivation: Marry his sister to traveling adventurers.
Ideals: Athletic. Flaws: Ugly, Depressed. Bonds: Job, Family. Occupation: Layabout
Voice: Aggressive tone
Attributes [hide]
Medium (6'1") Human, True Neutral (CR 3)
Armor Class 11
Hit Points 22 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 12 (+1) | 14 (+2) | 9 (-1) | 10 (+0) | 13 (+1) |
Senses Passive Perception 10
Languages Common
Attacks Melee +5 / 1d8+3, Ranged +3 / 1d8+1, Grapple +3
Possessions: 400 gp.
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