Hubert Dalton, Male Human [Permalink]
Personal [hide]
Description: 6'2" and lanky with angular features, he is an attractive figure. He wears yellow leather gloves, a yellow jacket, and tight pants. He wears a colorful flower in his brown hair. His violet eyes dart from person to person to random spaces in the air.
Personality: He takes his job very seriously, in part because he fears he cannot get a new one. He is a logical person and will generally grow upset if things defy logic and science.
History: Born in the east his family was never financially stable. His first spouse was a Roofer, they had one daughter, but his spouse won total custody. Without his spouse to temper him he grew out of control. He struck the Engraver job and began his own company from there.
Motivation: Marry his sister to traveling adventurers; and to be a roofer again
Ideals: Logical. Bonds: Attractive, Poor, Job, Family. Occupation: Engraver
Voice: Tuts and clicks tongue
Attributes [hide]
Medium (6'2") Human, Neutral Evil (CR 3)
Armor Class 12
Hit Points 18 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 14 (+2) | 7 (-2) | 15 (+2) | 16 (+3) | 16 (+3) |
Senses Passive Perception 13
Languages Common, Druidic, Terran
Attacks Melee +2 / 1d8+0, Ranged +4 / 1d8+2, Grapple +2
Possessions: 400 gp.
Balimaar Vance, Male Human [Permalink]
Personal [hide]
Description: He is a physically imposing light-skinned man. He wears a yellow shirt, with a grey mid length shorts with grey tights and flats, usually wearing a coat over them. He keeps his long brown hair kept up in a rat tail. He is missing an eye and his face is severely sunburned. His one remaining eye shines gray.
Personality: He is extraordinarily passive and rarely speaks, let alone speaks his mind. He does not believe in violence as a means to an end. He is a dedicated Dyer but believes his peers are too gung-ho.
History: From birth he was tutored by a cruel and relentless mentor. When Balimaar 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 remains aloof and afraid to be himself due to all the ideals others have placed upon him.
Motivation: He wants nothing more than to rejoin the army; and he wants to get laid
Ideals: Pacifist. Flaws: Ugly, Shy. Bonds: Mentor, Military. Occupation: Dyer
Voice: Creaky witch voice
Attributes [hide]
Medium (5'3") Human, Lawful Good (CR 5)
Armor Class 10
Hit Points 43 (5d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 11 (+0) | 14 (+2) | 5 (-3) | 13 (+1) | 15 (+2) |
Senses Passive Perception 11
Languages Common
Attacks Melee +3 / 2d4+0, Ranged +3 / 2d4+0, Grapple +0
Possessions: 800 gp. 1 Half-Plate. 1 Masterwork Light wooden shield. 1 Full Plate. 1 Masterwork studded leather.
Shane Roscoe, Male Human [Permalink]
Personal [hide]
Description: An imposing man with a heavy stainless steel prosthetic left hand, he wears clothing that is held on in multiple layers but all of it is in poor condition. His chestnut hair is cut short with large spiked bangs in the front. His hazel eyes lackadaisically let the world flow into them.
Personality: He believes there is no problem he cannot solve with sufficient elbow grease and persistence, if it is the best or most economic solution matters not. He loves his children and doesn't want them to worry about him. He loves to share his writing with anyone who is interested.
History: Shane was born to in a poor docking district. He spent his early days working in the same smith shop his mother was employed at, doing general labor. Being born in the west, 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 west 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. One night he noticed a nearby shooting star which he hiked out to see where it landed. It turned out to be an ancient artifact of some kind. He has done his darndest to repair it but it is currently non-functional.
Motivation: His spouse's relatives view him with great suspicion; and doesn't want to be a guard and was forced into it by his family
Ideals: Persistence, Artistic. Bonds: Poor, Family. Occupation: Guard
Voice: Smooth and feminine
Attributes [hide]
Medium (5'10") Human, Neutral Good (CR 3)
Armor Class 10
Hit Points 18 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 10 (+0) | 6 (-2) | 10 (+0) | 15 (+2) | 18 (+4) |
Senses Passive Perception 12
Languages Common
Attacks Melee +1 / 1d8-1, Ranged +2 / 1d8+0, Grapple +0
Possessions: 100 gp.
Henry Abram, Male Human [Permalink]
Personal [hide]
Description: Runty and weak-looking, he wears a custom-built plate barding that's adorned with pastel lining and desert motifs. He has a long chestnut beard with little hanging trinkets. He wears round tiny glasses practically rammed into his face.
Personality: Abrasive and pushy, he has a hard time making friends. He is obsessed with a lost civilization.
History: His psionic talent manifested at a young age. Aiming to upstage a rival house, his parents had him trained. His parents enrolled him in a Fighter school at a young age so that he could practice his psionic talents. He was betrayed by a partner and left for dead, teaching him a humbling lesson in trusting others.
Motivation: Meet up once more with his childhood friend.
Ideals: Gifted. Flaws: Ugly, Antagonistic. Bonds: Poor, Adventurer. Occupation: Gardener
Voice: Voice breaks
Attributes [hide]
Medium (5'5") Human, Lawful Neutral (CR 3)
Armor Class 11
Hit Points 22 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 13 (+1) | 13 (+1) | 13 (+1) | 13 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common, Goblin
Attacks Melee +5 / 1d8+3, Ranged +3 / 1d8+1, Grapple +3
Possessions: 1 Half-Plate.
Trym Gentry, Male Human [Permalink]
Personal [hide]
Description: A middle-aged man, he is bundled in multiple layers and is prepared for a desert trek wearing a turban that covers his face most of the time, and is pretty ugly. He keeps his red hair in a pixie cut. His face is feral with sharp distinguishing features. His spectacle hidden eyes are a deep hazel.
Personality: He is cool and collected. He likes to make quips and puns whenever he does anything. He also makes a point to compliment his superiors and flatter them. He is afraid of women and trembles around them
History: Trym was born to in a poor docking district. He spent his early days working in the same smith shop his father was employed at, doing general labor. His family was turned out during the war. He and his family wandered north to less war torn lands. He was recently attacked on the road and savagely beaten by bandits.
Motivation: To find somewhere to settle down; and to settle down with his crush
Ideals: Disciplined. Flaws: Ugly, Shy, PTSD. Bonds: Poor. Occupation: Tanner
Voice: Prounounces S like Z
Attributes [hide]
Medium (5'10") Human, Lawful Good (CR 3)
Armor Class 13
Hit Points 16 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 16 (+3) | 8 (-1) | 17 (+3) | 12 (+1) | 16 (+3) |
Senses Passive Perception 11
Languages Common, Halfling, Druidic, Aquan
Attacks Melee +4 / 1d8+2, Ranged +5 / 1d8+3, Grapple +3
Possessions: 300 gp. 1 Masterwork Uncommon Weapon. 1 Masterwork Common Melee. 1 Masterwork Common Ranged Weapon.
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Their contribution stands as a beacon of hope for all adventurers!