Geoffrey Sherwood, Male Human [Permalink]
Personal [hide]
Description: He is generally well dressed albeit a few years behind the times. He has a moderate pudge and is not very fit. He wears his auburn hair down. His eyes, though not visible through his cowl, are hazel.
Personality: This man loves dancing and to teach people dancing more than just about anything. 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, Geoffrey is combative with any and all who dare try his patience in the slightest.
History: His divine talent manifested at a young age. Aiming to upstage a rival house, his parents had him trained. His mother was a soldier and died while he was still young. Geoffrey was left his mother's suit of armor and trained in its use and care. He was granted divine powers by his dying brother.
Motivation: Seeks redemption; and he wants nothing more than to rejoin the army
Ideals: Artistic, Justice, Gifted. Bonds: Attractive, Military. Occupation: Shipwright
Voice: Forgets to breathe while speaking
Attributes [hide]
Medium (5'11") Human, Chaotic Good (CR 2)
Armor Class 9
Hit Points 18 (2d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 9 (-1) | 9 (-1) | 12 (+1) | 9 (-1) | 11 (+0) |
Senses Passive Perception 9
Languages Common, Undercommon
Attacks Melee +5 / 1d6+3, Ranged +1 / 1d6-1, Grapple +1
Possessions: Just what you see.
Reynard Skelton, Male Human [Permalink]
Personal [hide]
Description: This light-skinned male wears an amalgamation of clothes and depending on the season will wear more layers of the continuing hodge podge. He is tall, broad shouldered and powerfully built. His hair is greying and his face has many wrinkles. He has a dull look in his brown eyes.
Personality: He is witty, but his monotone delivery comes off as unnerving The war was a terrible time for him, and Reynard does not often speak of it. When he does, he does so with a strained expression and tears in his eyes.
History: Trained by his mother 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. He has worked as a Brewer like his mother before him.
Motivation: Someone believes him a fraud; and to be a beggar again
Ideals: Joker. Flaws: Depressed. Bonds: Military, Job, Enemies. Occupation: Brewer
Voice: Squeaky
Attributes [hide]
Medium (6'5") Human, True Neutral (CR 1)
Armor Class 11
Hit Points 3 (1d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 13 (+1) | 8 (-1) | 13 (+1) | 7 (-2) | 13 (+1) |
Senses Passive Perception 8
Languages Common, Giant
Attacks Melee +4 / 1d4+2, Ranged +3 / 1d4+1, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 3 | 1 | 0 | 0 |
Possessions: 700 sp. Coral (110 gp). 1 Darkwood Buckler.
Arnold Benson, Male Human [Permalink]
Personal [hide]
Description: A man of a pale complexion, he dresses well, typically a more casual-formal manner. His auburn hair is braided into rings. His hazel eyes dart around the room hyper actively observing anyone and anything.
Personality: A skeptical and narcissistic man, Arnold's first love is himself. His second love is also himself. He uses his nature as a weapon; he likes to lead opponents to think him in distress.
History: Sold as a small child to a necromancer, Arnold was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. He couldn't stand his childhood mentor and eventually formed a pact with his mentor's previously failed apprentice to rebel. When their plan failed the mentor lashed out against both of them and fled. He was always very intelligent and has formed a secret society of philosophers.
Motivation: Nothing but the best is good enough for him; and he doesn't get along with people that don't share his tastes
Ideals: Impeccable. Flaws: Secretive. Bonds: Attractive, Poor, Mentor. Occupation: Brewer
Voice: Booming voice
Attributes [hide]
Medium (5'7") Human, Neutral Evil (CR 1)
Armor Class 11
Hit Points 8 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 13 (+1) | 10 (+0) | 12 (+1) | 11 (+0) | 14 (+2) |
Senses Passive Perception 10
Languages Common, Gnoll
Attacks Melee +2 / 1d4+0, Ranged +3 / 1d4+1, Grapple +4
Possessions: 500 sp.
Rose Brushgather, Female Halfling [Permalink]
Personal [hide]
Description: This tall, slender woman is bundled in multiple layers and is prepared for a desert trek wearing a turban that covers her face most of the time. Her hair is greying and her face has many wrinkles. She wears an eyepatch.
Personality: She is soft-spoken, optimistic and speaks nonstop, as she rather likes the sound of her voice. Her demeanor is somewhat feminine. She misses her home and complains about the freezing weather, even in summer.
History: A studious child she never was much for a social life, not because she was unlikable, but because she did not seek it out. In her formative years she discovered how persuasive she was. She began using that to her advantage selling useless wares at inflated prices. She left for the south, certain she would find work there.
Motivation: Wants to have a good time and be beloved; and retire the richest woman in the south
Ideals: Optimist, Gifted, Entrepeneur. Flaws: Ugly. Bonds: Immigrant. Occupation: Apothecary
Voice: Thin and wheezing
Attributes [hide]
Small (2'9") Halfling, True Neutral (CR 1)
Armor Class 11
Hit Points 8 (1d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 10 (+0) | 11 (+0) | 8 (-1) | 15 (+2) | 10 (+0) |
Senses Passive Perception 12
Languages Common, Halfling
Attacks Melee +1 / 1d4-1, Ranged +2 / 1d4+0, Grapple +0
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 0 | 0 | 0 | 0 | 0 |
Possessions: 130 gp.
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