Nicholas Kensley, Male Human [Permalink]
Personal [hide]
Description: He is a physically imposing dark-skinned man. He wears skinny pants and wears a white and black robe with the hood down. His golden hair is long and unkept. His brown eyes peer out from beneath his Stetson white hat.
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 is a thrill seeker, he laughs at people and throws down challenges. He is highly competitive and combative.
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 has had some formal poetry training, and achieved minor success. He has became unsatisfied with his lot in life, and decided to take up adventuring.
Motivation: To reunite with his old friends; and he's looking for his big break
Ideals: Artistic. Flaws: Ugly, Antagonistic. Bonds: Adventurer, Military. Occupation: Glassblower
Voice: Stutters
Attributes [hide]
Medium (6'5") Human, Chaotic Neutral (CR 3)
Armor Class 9
Hit Points 15 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 9 (-1) | 6 (-2) | 15 (+2) | 16 (+3) | 15 (+2) |
Senses Passive Perception 15
Languages Common, Elven, Giant
Attacks Melee +3 / 1d8+1, Ranged +1 / 1d8-1, Grapple +5
Possessions: 1500 sp. Black star sapphire (900 gp).
Manfred Clive, Male Human [Permalink]
Personal [hide]
Description: Relatively heavier built than your average man, he is not imposing. He dresses well, wearing grey shirts, loose pants, and blazers most of the time. His moppish golden hair is in a traditional bowl cut. His eyes are amber and catlike.
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 receives visions of the future at random moments
History: A studious child he never was much for a social life, not because he was unlikable, but because he did not seek it out. Since his mother passed away years ago, his father 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. Recently he has begun working with bootleggers and crooks.
Motivation: He possesses a valuable artifact that the thieves guild wishes to steal; and he has comitted a past crime that haunts him to this day
Ideals: Philantrophist, Gifted. Flaws: Antagonistic. Bonds: Attractive, Criminal record. Occupation: Farmer
Voice: Hollow voice
Attributes [hide]
Medium (6'3") Human, Neutral Evil (CR 5)
Armor Class 12
Hit Points 37 (5d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 15 (+2) | 15 (+2) | 14 (+2) | 14 (+2) | 15 (+2) |
Senses Passive Perception 12
Languages Common, Sylvan, Aquan
Attacks Melee +4 / 2d4+1, Ranged +5 / 2d4+2, Grapple +5
Possessions: 6000 sp. 1 Minor magic item.
Wymar Marley, Male Human [Permalink]
Personal [hide]
Description: He appears as an extremely gaunt Human, and stands approximately 5'8". He tends to wear a white poncho over his likewise colored trousers and shirt, and his gloved hand is found clutching a halberd. He has moderate length black hair. His brown eyes dart around the room hyper actively observing anyone and anything.
Personality: Wymar 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 works hard and plays hard.
History: He was born on a small isolated farm. Wymar was a troubled youth. He spent his days as a hard laborer instead of attending school, and spent his evenings with numerous mobsters and gang members. Wymar decided he wanted neither the life of his mother nor that of the evil petty criminals he associated with. During his early adolescence, he took a sudden opportunity while working the docks and commandeered a vessel that was left unmanned. Being a Navigator 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 meet up once more with his childhood friend
Ideals: Extrovert. Flaws: Hedonist. Bonds: Nature, Criminal record, Adventurer. Occupation: Navigator
Voice: Breathy voice
Attributes [hide]
Medium (5'8") Human, Lawful Evil (CR 3)
Armor Class 11
Hit Points 20 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 13 (+1) | 14 (+2) | 12 (+1) | 12 (+1) | 15 (+2) |
Senses Passive Perception 11
Languages Common, Abyssal
Attacks Melee +4 / 1d8+2, Ranged +3 / 1d8+1, Grapple +2
Possessions: 200 gp.
Theodoric Garfield, Male Human [Permalink]
Personal [hide]
Description: He is a physically imposing dark-skinned man. He wears clothing that is held on in multiple layers but all of it is in poor condition. He sports a flattop hair cut. He has a very pronounced jaw and large eyebrows. He wears rectangular glasses with silver brims.
Personality: Confrontational and typically high on some drug or another. His philosophy is that everyone needs a friend and as such shows hospitality towards all.
History: A child with a great deal of writing talent his parents made sure he got the chance to thrive. Theodoric abandoned his home at a very young age, living in the fields and plains. He survived everyday through hunting and stealing from passersby. He did whatever it took for him to survive. He has drifted apart from his friends and has been working freelance. Each gave each other a copy of their signature shortbow.
Motivation: He wants to meet his childhood hero; and he desires power and/or immortality
Ideals: Optimist, Artistic. Flaws: Addict. Bonds: Poor, Adventurer. Occupation: Dyer
Voice: growls and snarls, animalistic
Attributes [hide]
Medium (5'7") Human, Chaotic Good (CR 3)
Armor Class 10
Hit Points 24 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 10 (+0) | 10 (+0) | 15 (+2) | 15 (+2) | 14 (+2) |
Senses Passive Perception 12
Languages Common, Goblin, Giant
Attacks Melee +3 / 1d8+1, Ranged +2 / 1d8+0, Grapple +3
Possessions: 7000 cp.
Thomas Cooper, Male Human [Permalink]
Personal [hide]
Description: A man with thick toned arms and a paunchy gut. He wears many layers of old clothing at all times. His golden hair, when down, is lengthy. This amber eyed southerner is not easily forgotten.
Personality: Eccentric and domineering, Thomas will drive conversation. He plays an instrument quite well.
History: He was born at the edge of vast desert. 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. Thomas took refuge in the large cave and found the beat up falchion and armor he uses now. He was recently attacked on the road and savagely beaten by bandits.
Motivation: He is not mentally stable, and does not behave rationally; and wants to work out more often
Ideals: Athletic, Extrovert, Artistic. Flaws: Ugly. Bonds: Poor, Nature. Occupation: Blacksmith
Voice: Middle-eastern accent
Attributes [hide]
Medium (5'3") Human, Chaotic Good (CR 3)
Armor Class 10
Hit Points 24 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 11 (+0) | 13 (+1) | 7 (-2) | 14 (+2) | 10 (+0) |
Senses Passive Perception 14
Languages Common
Attacks Melee +2 / 1d8+0, Ranged +2 / 1d8+0, Grapple +0
Possessions: 700 sp.
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Their contribution stands as a beacon of hope for all adventurers!
