Patrick Brandon, Male Human [Permalink]
Personal [hide]
Description: A man with thick toned arms and a paunchy gut. He wears tight fighting clothing, which leaves very little to the imagination. Sporting a red mohawk and bushy mustache this man's hair draws a lot of attention. His violet eyes lackadaisically let the world flow into them.
Personality: He considers himself the protector of his home. He feels this is his duty and calling. He invites people to come help in his community garden.
History: Patrick lived on a farm with his father, near the main road leading to a nearby town. Being born in the east, 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 east 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 west. He eventually got the idea of being the protector of his homeland from reading books, and has made it his duty.
Motivation: Regain custody of his son; and an old rival family wants him found
Ideals: Fighting, Athletic, Philantrophist. Bonds: Guardian, Family. Occupation: Locksmith
Voice: Australian accent
Attributes [hide]
Medium (5'2") Human, Lawful Evil (CR 3)
Armor Class 13
Hit Points 19 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 16 (+3) | 11 (+0) | 9 (-1) | 17 (+3) | 15 (+2) |
Senses Passive Perception 13
Languages Common
Attacks Melee +1 / 1d8-1, Ranged +5 / 1d8+3, Grapple +3
Possessions: 300 gp. 1 Masterwork Common Ranged Weapon. 1 Masterwork Common Melee. 1 Masterwork Common Ranged Weapon.
Gerald Langley, Male Human [Permalink]
Personal [hide]
Description: He is lean but muscular and wears a lot of dark rich colors, with gold accents. His blonde hair is cut short with large spiked bangs in the front. He wears round tiny glasses practically rammed into his face.
Personality: He has two modes he varies between. On the job he is cold, steely and emotionless. Off the job he is a party animal. He refers to his adoptive father for almost all things he is unsure about, which are numerous. He is very much still a child and has not developed a drive for self-dependency.
History: He comes from a rich northern family. After coming to the age of reason, Gerald took it upon himself to study the psionic arts in their entirety; because of this, he was labeled a dark omen and banished from his homeland. He has worked as a Fortune-teller like his father before him.
Motivation: Sabotage a competitor; and wants to open a new tavern
Ideals: Gifted. Bonds: Attractive, Job, Family, Rich. Occupation: Fortune-teller
Voice: Speaks through clenched teeth
Attributes [hide]
Medium (6'6") Human, Chaotic Evil (CR 3)
Armor Class 11
Hit Points 33 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 13 (+1) | 12 (+1) | 11 (+0) | 12 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common
Attacks Melee +2 / 1d8+0, Ranged +3 / 1d8+1, Grapple +1
Possessions: 200 gp. 1 Silk rope. 1 Masterwork Musical instrument. 1 Silk rope.
Hubert Heiser, Male Human [Permalink]
Personal [hide]
Description: This dark-skinned male wears suspenders and grey workpants. His shirt is white, and he wears a heavy grey leather apron most of the time. He is tall, broad shouldered and powerfully built. His black hair is thinning but still full. His fierce blue eyes like to dwell on things.
Personality: Hubert speaks confidently about a variety of topics with grace. He is clearly well-traveled and educated. As he has aged he has sought to do reparations for his actions as a youth. He is also making sure that his compatriots who never received punishment for their crimes are brought to justice.
History: Hubert was born into a poor family. Growing up, he dreamt of becoming a Fighter, to bring honor to his family’s name. When he came of age, he applied for a position with his town's local guard, looking to work his way up via merit and eventually become a Fighter in service of a powerful lord somewhere. Hubert 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. Hubert decided he wanted neither the life of his mother 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 has made many enemies by not giving into corruption and outing many instances of it.
Motivation: He will attempt to ambush and attack anyone he thinks he can take on alone and try to knock them out with non-lethal damage. If successful, he will try to sell them to his slave-trader contact.
Ideals: Impeccable, Justice. Bonds: Criminal record, Poor, Adventurer. Occupation: Healer
Voice: pre-pubescent
Attributes [hide]
Medium (5'6") Human, Chaotic Evil (CR 3)
Armor Class 13
Hit Points 19 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 16 (+3) | 9 (-1) | 10 (+0) | 15 (+2) | 13 (+1) |
Senses Passive Perception 12
Languages Common
Attacks Melee +4 / 1d8+2, Ranged +5 / 1d8+3, Grapple +3
Possessions: 200 gp. Large well-done wool tapestry (300 gp). Brass mug with jade inlays (300 gp). An abacus with copper, silver and gold markers (130 gp).
Rolf Clare, Male Human [Permalink]
Personal [hide]
Description: A man with a friendly, welcoming air about him, he wears a grey tunic with green highlights, and long black pants that bunch up around his shoes. His red hair is drawn into a tight pony tail with a butterfly scrunchie. His eyes are brown and beady.
Personality: He is a hateful person. He taunts others and blames them for his problems. He is afraid of women and trembles around them
History: He served in the navy to pay for his family's outstanding loans. When Rolf 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 was betrayed by a partner and left for dead, teaching him a humbling lesson in trusting others.
Motivation: He wants nothing more than to rejoin the army.
Flaws: Ugly, Antagonistic, Shy. Bonds: Military. Occupation: Engraver
Voice: Excited and jittery
Attributes [hide]
Medium (6'2") Human, Lawful Good (CR 4)
Armor Class 11
Hit Points 35 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 13 (+1) | 13 (+1) | 11 (+0) | 6 (-2) | 14 (+2) |
Senses Passive Perception 14
Languages Common
Attacks Melee +5 / 1d10+3, Ranged +3 / 1d10+1, Grapple +3
Possessions: 600 gp.
Diggory Marlee, Male Human [Permalink]
Personal [hide]
Description: He wears a lot of dark rich colors, with gold accents. His skin is fair and his fingers are delicate and long. With a patchy chestnut beard and wild chestnut hair. His eyes are a pleasant brown.
Personality: He will use flattery and sarcasm to attack and weaken his opponents. Despite his formidable combat skills he remains a coward. He disdains his fellow southerners, claiming they make him look unintelligent just for using an accent.
History: He was born to loving parents in a slum to the south. He was an apprentice working in his father's forge. He struck the Adventurer job and began his own company from there.
Motivation: He is unsatisfied with his job; and expand his business
Ideals: Fighting. Bonds: Attractive, Immigrant, Poor, Job. Occupation: Adventurer
Voice: Mousy voice
Attributes [hide]
Medium (5'8") Human, Lawful Evil (CR 4)
Armor Class 13
Hit Points 27 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 17 (+3) | 11 (+0) | 12 (+1) | 9 (-1) | 14 (+2) |
Senses Passive Perception 9
Languages Common, Abyssal
Attacks Melee +5 / 1d10+3, Ranged +5 / 1d10+3, Grapple +3
Possessions: Chrysoprase (70 gp). Citrine (70 gp). Alexandrite (300 gp).
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