Arnold Kinsley, Male Human [Permalink]
Personal [hide]
Description: He is a husky man, who wears long strands of sapphire and short pastel dresses (or suits) accompanied by the proper stockings and shoes, with gloves of varying lengths. His hair is cut close to his head. His eyes are amber and catlike.
Personality: Aside from being a little slow due to sleep deprivation he is generally quite perceptive. He notices little details and can draw good conclusions from them. He enjoys reading and quiet.
History: Arnold was born with his father's beautiful face. 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 leaves a trail of broken hearts and full pockets wherever he goes.
Motivation: To share knowledge with the world; and he has money and likes to spend it
Ideals: Logical. Flaws: Insomniac. Bonds: Rich, Attractive, Debt. Occupation: Sailor
Voice: pre-pubescent
Attributes [hide]
Medium (6'0") Human, Neutral Evil (CR 3)
Armor Class 11
Hit Points 29 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 13 (+1) | 14 (+2) | 6 (-2) | 14 (+2) | 13 (+1) |
Senses Passive Perception 12
Languages Common
Attacks Melee +4 / 1d8+2, Ranged +3 / 1d8+1, Grapple +2
Possessions: 300 gp. Aquamarine (500 gp). Black pearl (500 gp). Aquamarine (500 gp).
Alex Brandon, Male Human [Permalink]
Personal [hide]
Description: This man wears tight fighting clothing, which leaves very little to the imagination. He has a penchant for wearing a ring with an oversized topaz on his right hand. He has styled his auburn hair well, parting it to the right. His otherwise smooth face is marked with small tiny scars.
Personality: He is inclined to make off color jokes and interpret anything that could be construed as such as innuendo. He tends to be very friendly, and is drawn to music, the smells of food and wine, and out-door festivals.
History: He was born several months after his father was called into army service. 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: He has money and likes to spend it; and money/treasure
Ideals: Fighting, Joker, Optimist. Bonds: Rich, Military. Occupation: Sculptor
Voice: Mumbles to self between sentences
Attributes [hide]
Medium (6'0") Human, Neutral Good (CR 3)
Armor Class 8
Hit Points 23 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 6 (-2) | 15 (+2) | 15 (+2) | 14 (+2) | 11 (+0) |
Senses Passive Perception 12
Languages Common, Sylvan, Gnoll
Attacks Melee +4 / 1d8+2, Ranged +0 / 1d8-2, Grapple +2
Possessions: 200 gp.
Alex Thornton, Male Human [Permalink]
Personal [hide]
Description: This slender man stands about 5'10". He wears a custom-built plate barding that's adorned with yellow lining and desert motifs. His hair, while still mostly white, has prominent grey streaks. His blue eyes are passionate and lively.
Personality: He has a very dry and sarcastic sense of humor. He is not one for noise or eating so much, which is in direct contrast with his big mouthed big gutted partner. His partner is his best friend in the world. The two are very close despite being more or less each other's opposites. He does suffer from mild PTSD, and the sight of gnolls may trigger it at times.
History: His mother raised him in a mountain cabin. When he was little, his rather wealthy family often ventured across the forest to a summer home near a old dungeon. He would wander through that old dungeon 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 forest due to the painful memories there. Alex took refuge in the old dungeon and found the beat up club and armor he uses now. He moves from town to town, unable to find a place to settle.
Motivation: He's looking for his big break; and he has a rivalry with the church that dominates his actions
Bonds: Adventurer, Enemies, Nature, Immigrant, Religious. Occupation: Armorer
Voice: Posh accent
Attributes [hide]
Medium (5'10") Human, Lawful Neutral (CR 3)
Armor Class 9
Hit Points 23 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 9 (-1) | 8 (-1) | 12 (+1) | 13 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common, Gnoll
Attacks Melee +4 / 1d8+2, Ranged +1 / 1d8-1, Grapple +2
Possessions: 7000 cp. 1 Masterwork Uncommon Weapon. 1 Masterwork Common Melee. 1 Masterwork Uncommon Weapon.
Bertram Yeardley, Male Human [Permalink]
Personal [hide]
Description: He tends to wear a white poncho over his likewise colored trousers and shirt. He carries a battered dagger and tarnished greatsword as well. He has done his best to style his white hair to look like a famous performer. His eyes are green and he is always smoking a pipe.
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 Banker business.
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. Cursed with a spirit at a very young age, Bertram has worked very hard to control his curse. Recently a tribe of dire rats attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Bertram fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: To fight the greatest warriors and to fight in the greatest battles ever; and to get a good night's sleep
Ideals: Fighting, Persistence. Flaws: Impulsive, Disease, Insomniac. Occupation: Banker
Voice: Scottish accent
Attributes [hide]
Medium (5'11") Human, Neutral Good (CR 3)
Armor Class 9
Hit Points 30 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 8 (-1) | 15 (+2) | 13 (+1) | 9 (-1) | 10 (+0) |
Senses Passive Perception 9
Languages Common, Gnome
Attacks Melee +2 / 1d8+0, Ranged +1 / 1d8-1, Grapple +0
Possessions: 200 gp.
Jocelyn Everleigh, Male Human [Permalink]
Personal [hide]
Description: He wears tattered old clothes. His skin is fair and his fingers are delicate and long. His black hair is heavily combed to the left. He has green eyes and a black hat with a tan feather.
Personality: Cocky and sure of himself, he believes he is the best Body Guard born in the past three hundred years. He lacks restraint and is impulsive. He jumps in and acts without thinking all too often.
History: The child of a Stableman, who enjoyed hunting, Jocelyn was taken on many hunting expeditions. In his 17th year, while out on a day-trip, he returned to find his hometown burning and destroyed. He found his father impaled in their home, and his mother beheaded. He saw the man who walked out, and charged him in a blind rage. The man easily evaded and defeated him, leaving him to live broken and terrified. He has set out to sabotage the competition.
Motivation: Balancing his hectic life and new Body Guard responsibilities is difficult; and sabotage a competitor
Flaws: Ugly, Impulsive, Fearful. Bonds: Job, Nature. Occupation: Body Guard
Voice: Soothing and warm
Attributes [hide]
Medium (6'0") Human, Neutral Good (CR 3)
Armor Class 11
Hit Points 25 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 13 (+1) | 13 (+1) | 10 (+0) | 11 (+0) | 16 (+3) |
Senses Passive Perception 10
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +3 / 1d8+1, Grapple +1
Possessions: 400 gp. 1 Masterwork Uncommon Weapon. 1 Masterwork Common Melee. 1 Masterwork Uncommon Weapon.
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