Arnold Myerscough, Male Human [Permalink]
Personal [hide]
Description: Relatively heavier built than your average man, he is not imposing. He is wearing the road beaten gear of a warrior. His blonde hair, when down, is lengthy. His eyes, though not visible through his cowl, are hazel.
Personality: Aggressive, abrasive, and angry, Arnold embodies much of what other species detest in the Humans. His actions favor neither the good nor the evil, as he answers to a power that mortal men fail to acknowledge.
History: Born the oldest of a large religious western family, he was no stranger to responsibility. Through the years after Arnold was born, his mother became increasingly distant from his family, instead choosing to pursue power in the west. Arnold's mother didn't care for him much, and the feeling was mutual. He has worked as a Brewer like his mother before him.
Motivation: Sabotage a competitor; and to protect his home
Ideals: Fighting. Flaws: Antagonistic. Bonds: Religious, Job, Guardian. Occupation: Brewer
Voice: Speaks fast with a slight lisp
Attributes [hide]
Medium (6'5") Human, Neutral Good (CR 3)
Armor Class 8
Hit Points 24 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 6 (-2) | 11 (+0) | 13 (+1) | 10 (+0) | 15 (+2) |
Senses Passive Perception 10
Languages Common, Aquan
Attacks Melee +4 / 1d8+2, Ranged +0 / 1d8-2, Grapple +2
Possessions: 1600 sp.
Kyle Marlowe, Male Human [Permalink]
Personal [hide]
Description: He is a mite stocky and tends to wear a black poncho over his likewise colored trousers and shirt. He has shaved his head bald. His fierce amber eyes like to dwell on things.
Personality: He resents people who mock his appearance or him, so he has learned to be the meanest son of a gun. Only to laugh say gotcha and shoot double pistol fingers at the fooled target.
History: He was born to a criminal king-pin and mafia family From there he went from mercenary job to mercenary job. Lacking all sense, he decided to go on an adventure. He picked a direction and started trekking.
Motivation: Meet up once more with his childhood friend; and he desires power and/or immortality
Ideals: Joker. Flaws: Ugly. Bonds: Criminal record, Adventurer. Occupation: Shipwright
Voice: Can't modulate volume
Attributes [hide]
Medium (5'10") Human, Chaotic Neutral (CR 3)
Armor Class 9
Hit Points 19 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 8 (-1) | 14 (+2) | 9 (-1) | 7 (-2) | 15 (+2) |
Senses Passive Perception 8
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +1 / 1d8-1, Grapple +1
Possessions: 100 gp.
Theobald Alston, Male Human [Permalink]
Personal [hide]
Description: This light-skinned male prefers to wear green pants and tee shirts. He is tall, broad shouldered and powerfully built. His red hair is still thick. His half smiles and blue eyes are beguiling and draw you in.
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 invites people to come help in his community garden.
History: The child of a Shepherd, who enjoyed hunting, Theobald was taken on many hunting expeditions. Brilliant and gifted he never wanted to apply himself. He was betrayed by a partner and left for dead, teaching him a humbling lesson in trusting others.
Motivation: He's repulsed by the PC; and his spouse's relatives view him with great suspicion
Ideals: Philantrophist, Gifted. Flaws: Antagonistic. Bonds: Attractive, Nature. Occupation: Slave Trader
Voice: Farmer accent
Attributes [hide]
Medium (5'0") Human, Lawful Good (CR 4)
Armor Class 11
Hit Points 25 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 12 (+1) | 9 (-1) | 13 (+1) | 15 (+2) | 16 (+3) |
Senses Passive Perception 12
Languages Common, Draconic
Attacks Melee +2 / 1d10+0, Ranged +3 / 1d10+1, Grapple +1
Possessions: 11000 sp. 1 Darkwood Shield. 1 Half-Plate. 1 Half-Plate. 1 Darkwood Shield.
Patrick Hallewell, Male Human [Permalink]
Personal [hide]
Description: A man with a cold, calculating air about him, he likes to wear brown tank tops with grey pants. He has styled his silver hair well, parting it to the right. His blue eyes have a joyful gleam in them most of the time.
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 is afraid of women and trembles around them
History: He was born a particularly ugly child, much to the horror of his parents. He sought a place where he would be rewarded solely on the merits of his skills. This search led him directly into Locksmith work with an outfit from a few towns over. Locksmith work suited him well, and with each successful project, he earned more gold and more respect from his peers. He has been a successful dealer in antiques buying low and selling high.
Motivation: Retire the richest man in the south; and find a way to reverse the transformation of his brother
Ideals: Entrepeneur. Flaws: Shy, Ugly. Bonds: Job, Family. Occupation: Locksmith
Voice: Stutters
Attributes [hide]
Medium (6'0") Human, Lawful Good (CR 3)
Armor Class 11
Hit Points 30 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 12 (+1) | 14 (+2) | 13 (+1) | 9 (-1) | 15 (+2) |
Senses Passive Perception 9
Languages Common, Auran
Attacks Melee +4 / 1d8+2, Ranged +3 / 1d8+1, Grapple +2
Possessions: 400 gp.
Arnold Shelley, Male Human [Permalink]
Personal [hide]
Description: A man with a friendly, welcoming air about him, he wears a shirt and pants that are bristling with pockets overflowing with maps, compasses, and other navigational equipment. His black hair is cut jaggedly and amateurishly. He has a very pronounced jaw and large eyebrows. He wears rectangular glasses with silver brims.
Personality: He is quiet and anti-social and can barely make it a few minutes in conversation before his hampering stammer kicks in. He does not trust anyone and sleeps with one eye open.
History: Gifted from a young age, Arnold studied abroad. His mother was supposedly a charlatan fortune teller, but he insists his mother was legitimate. He remains aloof and afraid to be himself due to all the ideals others have placed upon him.
Motivation: He is compelled to act according to his religious beliefs.
Ideals: Entrepeneur, Gifted. Flaws: Shy, Insomniac. Bonds: Religious. Occupation: Jeweler
Voice: Boston accent
Attributes [hide]
Medium (5'1") Human, Lawful Neutral (CR 3)
Armor Class 12
Hit Points 27 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 14 (+2) | 14 (+2) | 10 (+0) | 12 (+1) | 7 (-2) |
Senses Passive Perception 13
Languages Common
Attacks Melee +4 / 1d8+2, Ranged +4 / 1d8+2, Grapple +2
Possessions: 1 Silver holy symbol.
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Their contribution stands as a beacon of hope for all adventurers!
