Charles Atterton, Male Human [Permalink]
Personal [hide]
Description: A man with a warm, jovial air about him, he wears a fancy brown suit. He wears a colorful flower in his white hair. He has a tattooed face.
Personality: He is quite rude, and likes to deride his opponents skill and shout insults at them. He also has developed a complete distrust of the Blacksmith profession.
History: He is the product a well kept family trust fund and as such has never really known need. Charles liked to wander the woods near his home when he was young, something he still likes to do at least once a week. He never liked modest clothing or shoes, so he would wander the woods barefoot and lightly dressed, and he developed a good sense of balance and learned how to climb and swim well. He has drifted from career to career and currently works as a Sculptor.
Motivation: To share knowledge with the world; and he is unsatisfied with his job
Ideals: Logical. Flaws: Antagonistic. Bonds: Attractive, Job, Rich, Nature. Occupation: Sculptor
Voice: Thin and wheezing
Attributes [hide]
Medium (5'4") Human, Neutral Evil (CR 3)
Armor Class 12
Hit Points 15 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 15 (+2) | 8 (-1) | 11 (+0) | 12 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common
Attacks Melee +4 / 1d8+2, Ranged +4 / 1d8+2, Grapple +2
Possessions: 2000 cp.
Thomas Everly, Male Human [Permalink]
Personal [hide]
Description: He is wearing dark clothing and a heavy breastplate, keeping many of his physical features obscured. His silver hair is drawn into a tight pony tail with a skull scrunchie. He was beautiful and young once, which still shows through his age, but it is a faded beauty.
Personality: He has a good heart but also a terrible temper. He will forgive often but not before yelling and berating someone for whatever they have done wrong. He dislikes loud distracting noises, but is overall hospitable. His biggest love is that of knowledge and as such will purchase any books or pay to listen to tales that travelers might have.
History: A powerful wizard made him what he is. Since his father passed away years ago, his mother had doted on him, and he came to think her himself as special and better than other people in town. A notion that was reinforced by his attractiveness, a trait in which he easily excels the other men of his town. He was betrayed by a partner and left for dead, teaching him a humbling lesson in trusting others.
Motivation: Sabotage a competitor; and he's repulsed by the pc
Ideals: Logical. Flaws: Antagonistic. Bonds: Attractive, Mentor, Immigrant. Occupation: Butcher
Voice: Soft and melodious
Attributes [hide]
Medium (5'2") Human, Chaotic Good (CR 4)
Armor Class 10
Hit Points 34 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 11 (+0) | 13 (+1) | 10 (+0) | 8 (-1) | 9 (-1) |
Senses Passive Perception 9
Languages Common
Attacks Melee +5 / 1d10+3, Ranged +2 / 1d10+0, Grapple +3
Possessions: 600 gp.
Gunter Merton, Male Human [Permalink]
Personal [hide]
Description: This man is moderately tanned and has just the faintest trace of an accent. He wears a worn and beaten armor. His black hair is still thick. His gray eyes dart from person to person to random spaces in the air.
Personality: He considers himself a man of culture and sophistication. He likes a good challenge to his wits. He refers to his adoptive mother 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 was born with several neurological imbalances, which makes sleep difficult for him. It may also be what makes him so good at details. Being born in the south, 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 south 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 moves from town to town, unable to find a place to settle.
Motivation: Nothing but the best is good enough for him.
Ideals: Impeccable. Flaws: Disease, Insomniac. Bonds: Immigrant, Family. Occupation: Masseuse
Voice: Soothing and warm
Attributes [hide]
Medium (6'1") Human, Chaotic Good (CR 4)
Armor Class 8
Hit Points 45 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 7 (-2) | 16 (+3) | 10 (+0) | 17 (+3) | 15 (+2) |
Senses Passive Perception 13
Languages Common
Attacks Melee +2 / 1d10+0, Ranged +0 / 1d10-2, Grapple +0
Possessions: 300 gp. 1 Minor magic item.
Adam Browning, Male Human [Permalink]
Personal [hide]
Description: A 5'10" southern man, he typically wears a sleeveless long coat of deep green leather and dull yellow iron scale mail. He wears his hair in dreadlocks. His brown eyes dart around the room hyper actively observing anyone and anything.
Personality: He is a very happy person and has lots of energy. To put it simply, he's a very lovable idiot. He claims to be unscrupulous but at the end of the day he will do what he thinks is right.
History: Born to a pair of adventurers, Adam grew up listening to his mother's many stories. His parents died when he was young, and he was unceremoniously dumped in the city orphanage. Adam 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 Adam. Lacking all sense, he decided to go on an adventure. He picked a direction and started trekking.
Motivation: He has a rivalry with the Church that dominates his actions; and he has comitted a past crime that haunts him to this day
Ideals: Optimist, Justice. Bonds: Adventurer, Criminal record, Religious. Occupation: Hunter
Voice: Stutters
Attributes [hide]
Medium (5'10") Human, True Neutral (CR 4)
Armor Class 11
Hit Points 26 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 13 (+1) | 13 (+1) | 15 (+2) | 10 (+0) | 12 (+1) |
Senses Passive Perception 10
Languages Common, Infernal, Terran
Attacks Melee +2 / 1d10+0, Ranged +3 / 1d10+1, Grapple +3
Possessions: 100 gp. Lapis lazuli (12 gp). 2 Thunderstones. 1 Holy water. 1 Everburning torch.
Dean Tyndall, Male Human [Permalink]
Personal [hide]
Description: He wears light armors faded through time and improper care. He has a silver handlebar mustache and slicked back silver hair. His face possesses mild wrinkles. His smile is extraordinarily sincere though he does not smile often.
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 does not regard money as being a problem because it has never been a problem for him. He lives in a bit of an ivory tower believing all problems are one quick intervention away from being solved.
History: He was born several months after his father was called into army service. His father was a mechanic, and taught him how to fix just about anything. He struck the Bellfounder job and began his own company from there.
Motivation: Wants to open a new tavern; and balancing his hectic life and new bellfounder responsibilities is difficult
Ideals: Persistence. Bonds: Job, Rich, Military. Occupation: Bellfounder
Voice: Breathy voice
Attributes [hide]
Medium (5'11") Human, Lawful Evil (CR 4)
Armor Class 12
Hit Points 28 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 14 (+2) | 10 (+0) | 16 (+3) | 14 (+2) | 10 (+0) |
Senses Passive Perception 12
Languages Common, Draconic, Dwarven, Druidic
Attacks Melee +3 / 1d10+1, Ranged +4 / 1d10+2, Grapple +2
Possessions: 200 gp.
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Their contribution stands as a beacon of hope for all adventurers!
