Roger Huxley, Male Human [Permalink]
Personal [hide]
Description: A man with a warm, jovial air about him, he wears an entirely white suit with yellow socks and a vest with buckled shoes. He wears his hair in dreadlocks. His blue eyes dart around the room hyper actively observing anyone and anything.
Personality: He is quiet and unassuming. He ignores others and carries on with his job unassumingly. When he's not drinking or sleeping the drinks off, he's doing writing.
History: Born in the south his family was never financially stable. His childhood dream was to be a Cartwright, but he was a colossal failure. When he grew older, he became a bit more civilized, usually hanging around bars and taverns. He began work as a mercenary for hire. He would embark on any mission as long as the price was right.
Motivation: A strong sense of loyalty to Human people; and meet up once more with his childhood friend
Ideals: Artistic. Flaws: Racist. Bonds: Job, Poor, Adventurer. Occupation: Carter
Voice: Adds syll-ab-les for em-pha-sis
Attributes [hide]
Medium (5'10") Human, Chaotic Evil (CR 3)
Armor Class 12
Hit Points 27 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 14 (+2) | 13 (+1) | 14 (+2) | 9 (-1) | 18 (+4) |
Senses Passive Perception 9
Languages Common, Druidic, Gnome
Attacks Melee +3 / 1d8+1, Ranged +4 / 1d8+2, Grapple +2
Possessions: 100 gp. 1 Breastplate. 1 Chain shirt. 1 Banded mail.
Dean Deighton, Male Human [Permalink]
Personal [hide]
Description: An older man who is dressed in earthy colors with a green and blue handkerchief worn on his left side, he is not a threatening figure. His hair is greying and his face has many wrinkles. His ears are large.
Personality: He is inclined to make off color jokes and interpret anything that could be construed as such as innuendo. He is kind towards other men and children and will generally offer men help without question. Others will generally need to prove themselves to him.
History: A child with a great deal of painting talent his parents made sure he got the chance to thrive. A serious injury left his father unemployed and in need of constant care. His family became saddled with debt trying to care for his infirm father. He used his abilities to travel the world and help people.
Motivation: He made a deal with a demon which lead to his current lot in life, and he's becoming increasingly nervous about it; and he is not mentally stable, and does not behave rationally
Ideals: Joker, Philantrophist, Artistic. Flaws: Ugly, Insane. Bonds: Debt. Occupation: Barrister
Voice: Strong lisp
Attributes [hide]
Medium (5'7") Human, Neutral Good (CR 3)
Armor Class 9
Hit Points 23 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 9 (-1) | 10 (+0) | 12 (+1) | 11 (+0) | 10 (+0) |
Senses Passive Perception 10
Languages Common, Halfling
Attacks Melee +5 / 1d8+3, Ranged +1 / 1d8-1, Grapple +2
Possessions: 600 sp. Golden pearl (160 gp). Sardonyx (80 gp). Jade (160 gp). 1 Masterwork Common Ranged Weapon. 1 Masterwork Common Melee.
Gunter Gresham, Male Human [Permalink]
Personal [hide]
Description: He stands about 5'6" and wears a blue tunic with grey highlights, and long black pants that bunch up around his shoes. His left leg appears badly burned and disfigured. He is bald on top and has large white tufts of hair around his ears. He wears large thick round spectacles.
Personality: Gunter is a sociable creature first and foremost. He loves to listen to people at length before talking their ear off. He can carry on conversation for hours and will do so. He believes the world needs to unite to get rid of gnolls once and for all.
History: Born to a pair of adventurers, Gunter grew up listening to his father's many stories. Brilliant and gifted he never wanted to apply himself. Days after completing his studies, news broke out that his hometown was attacked by gnolls. Gunter was horrified and prayed that his mother was alright. However, he heard that his mother had died fighting off the gnolls.
Motivation: Obtaining odd cultural Human artifacts is his passion; and he wants revenge against gnolls
Ideals: Extrovert, Gifted. Flaws: Ugly. Bonds: Enemies, Adventurer. Occupation: Ploughman
Voice: Squeaky
Attributes [hide]
Medium (5'6") Human, Lawful Good (CR 4)
Armor Class 10
Hit Points 20 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 11 (+0) | 11 (+0) | 15 (+2) | 9 (-1) | 13 (+1) |
Senses Passive Perception 9
Languages Common, Druidic, Giant
Attacks Melee +4 / 1d10+2, Ranged +2 / 1d10+0, Grapple +2
Possessions: 600 gp.
Odo Lester, Male Human [Permalink]
Personal [hide]
Description: He is a small man, but exceptionally fit. He is wearing a long, grey cloak. His auburn hair is slicked back into a classic pompadour. His fierce amber eyes like to dwell on things.
Personality: He is erratic and paranoid. He believes illithids are coming to abduct people. He is afraid of women and trembles around them
History: His arcane talent manifested at a young age. Aiming to upstage a rival house, his parents had him trained. A gifted student he started as a Bowyer, but he got bored and became a Merchant. He has gone from town to town till he finds a spot where he can set up a sustainable business.
Motivation: Expand his business; and wants a kiss
Ideals: Athletic, Gifted. Flaws: Shy. Bonds: Enemies, Job, Has a crush. Occupation: Merchant
Voice: Adds syll-ab-les for em-pha-sis
Attributes [hide]
Medium (5'4") Human, Lawful Good (CR 4)
Armor Class 11
Hit Points 29 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 13 (+1) | 14 (+2) | 15 (+2) | 13 (+1) | 15 (+2) |
Senses Passive Perception 11
Languages Common, Orc, Halfling
Attacks Melee +2 / 1d10+0, Ranged +3 / 1d10+1, Grapple +1
Possessions: 300 gp. 1 Minor magic item.
Gerald Acton, Male Human [Permalink]
Personal [hide]
Description: The dark-skinned man stands 6'6" and is wearing dark clothing and a heavy breastplate, keeping many of his physical features obscured. His black hair is lengthy. He is baby faced.
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 can see the true alignment of people by looking at them, and uses this to pass judgement.
History: Born to a pair of adventurers, Gerald grew up listening to his mother's many stories. Ostracized due to the martial powers of his oldest sister, he and his siblings struck out on their own. In the process these unassuming Humans became a terror of the countryside. He has dedicated himself to building a better village for his children.
Motivation: Meet up once more with his childhood friend.
Ideals: Gifted. Flaws: Antagonistic. Bonds: Adventurer. Occupation: Barkeep
Voice: Raspy
Attributes [hide]
Medium (6'6") Human, Chaotic Evil (CR 3)
Armor Class 9
Hit Points 13 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 9 (-1) | 7 (-2) | 15 (+2) | 7 (-2) | 15 (+2) |
Senses Passive Perception 10
Languages Common, Giant, Draconic
Attacks Melee +5 / 1d8+3, Ranged +1 / 1d8-1, Grapple +3
Possessions: 4000 cp. 1 Masterwork Light steel shield. 1 Half-Plate.
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Their contribution stands as a beacon of hope for all adventurers!