Anselm Copeland, Male Human [Permalink]
Personal [hide]
Description: A pudgy man standing about 5'9" has a big stupid grin on his face most of the time. He wears an amalgamation of clothes and depending on the season will wear more layers of the continuing hodge podge. He sports a flattop hair cut. He has green eyes and a brown hat with a tan feather.
Personality: He likes to brag about his accomplishments and constantly tries to beat others to the punch. He lacks restraint and is impulsive. He jumps in and acts without thinking all too often.
History: Anselm lived on a farm with his mother, near the main road leading to a nearby town. He became part of the deadliest team of assassins in recent memory. A botched job caused the group to be disbanded. Being a Tailor 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: He possesses a valuable artifact that the thieves guild wishes to steal; and human compassion
Ideals: Passionate. Flaws: Impulsive, Racist. Bonds: Family, Criminal record. Occupation: Tailor
Voice: Spanish accent
Attributes [hide]
Medium (5'9") Human, Lawful Evil (CR 3)
Armor Class 12
Hit Points 20 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 14 (+2) | 10 (+0) | 12 (+1) | 11 (+0) | 9 (-1) |
Senses Passive Perception 10
Languages Common, Abyssal
Attacks Melee +2 / 1d8+0, Ranged +4 / 1d8+2, Grapple +4
Possessions: 2200 sp. 1 Disguise kit.
Diggory Dumph, Male Human [Permalink]
Personal [hide]
Description: A man with a warm, jovial air about him, he typically wears a sleeveless long coat of deep brown leather and dull tan iron scale mail. He keeps his golden hair in a pixie cut. His fair skin shows little sign of his aristocratic breeding.
Personality: He goes out his way to put a smile on everyone's face. There's no-one he won't accept into his heart. As long as the job gets done he does not care how it got done.
History: Born to a Gardener, his father struggled to pay the bills. In his youth he was part of a gang. He got caught, but did not rat out his comrades and served his time in prison. Being a Herbalist 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: He has comitted a past crime that haunts him to this day; and he has decided he is irredeemable
Ideals: Optimist, Professionalism. Bonds: Attractive, Poor, Criminal record. Occupation: Herbalist
Voice: Creaky witch voice
Attributes [hide]
Medium (6'1") Human, True Neutral (CR 4)
Armor Class 12
Hit Points 32 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 15 (+2) | 14 (+2) | 9 (-1) | 11 (+0) | 9 (-1) |
Senses Passive Perception 10
Languages Common
Attacks Melee +4 / 1d10+2, Ranged +4 / 1d10+2, Grapple +2
Possessions: 200 gp. Silver comb with moonstones (300 gp). Brass mug with jade inlays (100 gp). 1 Minor magic item.
Simon Southey, Male Human [Permalink]
Personal [hide]
Description: This man is very fat, and likes to wear brown tank tops with green pants. His black hair is lengthy and is close to two feet long. His amber eyes are passionate and lively.
Personality: A grumpy guy he will invite people to lunch so he can critique them. Yet he still seems generally likeable, like a lovable grump. He enjoys reading and quiet.
History: He was born the only child of a wealthy merchant. Through the years after Simon was born, his father became increasingly distant from his family, instead choosing to pursue power in the north. Simon's father didn't care for him much, and the feeling was mutual. He has been a successful dealer in antiques buying low and selling high.
Motivation: To share knowledge with the world; and retire the richest man in the north
Ideals: Philantrophist, Logical, Entrepeneur. Flaws: Ugly, Antagonistic. Occupation: Laborer
Voice: Rhymes sentences (sorry)
Attributes [hide]
Medium (6'6") Human, True Neutral (CR 3)
Armor Class 9
Hit Points 30 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 9 (-1) | 14 (+2) | 10 (+0) | 16 (+3) | 12 (+1) |
Senses Passive Perception 13
Languages Common
Attacks Melee +1 / 1d8-1, Ranged +1 / 1d8-1, Grapple -1
Possessions: 1 Masterwork Common Melee.
William Cooper, Male Human [Permalink]
Personal [hide]
Description: A man with a cold, calculating air about him, he is dressed in an above average manner. His blonde hair is drawn into a tight pony tail with a cross scrunchie. His green unseeing eyes seem to look past you.
Personality: He never swears and excessively uses polite adverbs when speaking. He loves teas. He is very sensitive about his face. To blow off anger he lifts weights and to control his otherwise explosive temper he works out a lot.
History: Trained by his father for as long as he can remember he had it drilled in his head that it was his duty to serve his country. 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. Since then, he has sought to make the best of life.
Motivation: To fight the greatest warriors and to fight in the greatest battles ever; and he wants nothing more than to rejoin the army
Ideals: Optimist, Fighting. Flaws: Disease. Bonds: Attractive, Military. Occupation: Bowyer
Voice: Uses lots of figures of speech
Attributes [hide]
Medium (5'11") Human, Neutral Evil (CR 3)
Armor Class 12
Hit Points 35 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 15 (+2) | 16 (+3) | 14 (+2) | 15 (+2) | 12 (+1) |
Senses Passive Perception 12
Languages Common, Giant, Orc
Attacks Melee +3 / 1d8+1, Ranged +4 / 1d8+2, Grapple +2
Possessions: 800 sp. Carved harp of exotic wood with ivory inlay and zircon gems (400 gp). Silver comb with moonstones (100 gp).
Wymar Van Es, Male Human [Permalink]
Personal [hide]
Description: He wears baggy white pantaloons and a black scarf, and he perpetually has his nunchaku ready. He is bald on top and has large black tufts of hair around his ears. His blue eyes dart from person to person to random spaces in the air.
Personality: He is a very happy person and has lots of energy. To put it simply, he's a very lovable idiot. 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, Wymar is combative with any and all who dare try his patience in the slightest.
History: His mother raised him in a mountain cabin. When he was little, his rather wealthy family often ventured across the desert to a summer home near a large cave. He would wander through that large cave and adventure through it for days. One day while adventuring a terrible storm took place and he was stranded inside. His family spent the next few days looking for him, and could only assume he was dead when it came time to leave. The family never returned to the desert due to the painful memories there. Wymar took refuge in the large cave and found the beat up nunchaku and armor he uses now. He bought a nunchaku and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: Wants to have a good time and be beloved; and to fight the greatest warriors and to fight in the greatest battles ever
Ideals: Fighting, Optimist, Justice. Flaws: Ugly. Bonds: Nature. Occupation: Actor
Voice: Old thin voice
Attributes [hide]
Medium (5'11") Human, Lawful Good (CR 3)
Armor Class 13
Hit Points 25 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 16 (+3) | 15 (+2) | 10 (+0) | 10 (+0) | 13 (+1) |
Senses Passive Perception 12
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +5 / 1d8+3, Grapple +3
Possessions: 1100 sp. 1 Masterwork Uncommon Weapon. 1 Masterwork Uncommon Weapon. 1 Masterwork Common Melee.
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Their contribution stands as a beacon of hope for all adventurers!
