Guy Gyula, Male Human [Permalink]
Personal [hide]
Description: This man is tall and muscular. He wears an amalgamation of clothes and depending on the season will wear more layers of the continuing hodge podge. His moppish brown hair is in a traditional bowl cut. His gray eyes peer out from beneath his feathered brown hat.
Personality: He can speak with the dead, and doesn't see much difference between the living and dead. He is however nostalgic and wants to reunite with his old comrades. He has some compunction and patriotism and will work for the government before all other clients.
History: Guy lived on a farm with his mother, near the main road leading to a nearby town. When money was particularly tight he was walking through alleys when he overheard a Priest hiring some criminals to sabotage a competitor. He made his way to the other competitor and parlayed his knowledge into a job. He has since lost track of the people in his past.
Motivation: He is terrified, and will act out of fear; and he desires power and/or immortality
Ideals: Athletic, Gifted. Flaws: Fearful. Bonds: Adventurer, Family, Poor. Occupation: Priest
Voice: Mumbles to self between sentences
Attributes [hide]
Medium (5'2") Human, Lawful Neutral (CR 1)
Armor Class 12
Hit Points 9 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 15 (+2) | 12 (+1) | 12 (+1) | 17 (+3) | 14 (+2) |
Senses Passive Perception 13
Languages Common, Draconic
Attacks Melee +2 / 1d4+0, Ranged +4 / 1d4+2, Grapple +5
Possessions: Just what you see.
Ekemon Nowhere, Male Tiefling [Permalink]
Personal [hide]
Description: He is a pot bellied eastern man with a big hulking figure and broad shoulders. He wears dark leathers with embroidery. His chestnut hair, when down, is lengthy. His ears are large.
Personality: He is erratic and paranoid. He believes gnolls are coming to abduct people. He disdains his fellow easterners, claiming they make him look unintelligent just for using an accent.
History: He was raised happily, as a normal child born to his mother and father. His mother taught him the rudiments of the Guard arts, while his father instructed him in etiquette, music and courtly manner. Because his mother participated in the massacre of their homeland, gnolls burned their ranch to the ground and forced them out. He was preparing to flee to the east, but the outbreak of war prevented him and his father from journeying east to reunite his family. He now mingles about in high society.
Motivation: Revenge.
Ideals: Athletic. Flaws: Ugly. Bonds: Enemies, Immigrant, Rich. Occupation: Guard
Voice: German accent
Attributes [hide]
Medium (5'8") Tiefling, Chaotic Good (CR 2)
Armor Class 10
Hit Points 10 (2d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 11 (+0) | 13 (+1) | 15 (+2) | 13 (+1) | 19 (+4) |
Senses Passive Perception 11
Languages Common, Celestial, Halfling
Attacks Melee +2 / 1d6+0, Ranged +2 / 1d6+0, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 3 | 1 | 0 | 0 |
Possessions: 1 Healer’s kit.
Fargrim Dankil, Male Dwarf [Permalink]
Personal [hide]
Description: He is a paragon of his species. He is larger and stronger than most Dwarves. His skin is light but he possesses many black ritualistic tattoos. He is dressed in a clean grey cloak covering his clean studded leather. He keeps his silver hair in a flapper bob. He wears crescent spectacles with a black brim.
Personality: A deeply religious man he believes everything happens for a reason. He is vehemently anti-magic. All of it is evil and corrupting in his opinion.
History: Fargrim hails from a village terrorized by giants. Fargrim 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 became a plane-shifter, and is stopping over on this plane for a brief visit.
Motivation: He desires power and/or immortality.
Ideals: Opinionated. Bonds: Religious, Enemies, Adventurer. Occupation: Slave Trader
Voice: Uses sign language
Attributes [hide]
Medium (3'11") Dwarf, Lawful Evil (CR 1)
Armor Class 11
Hit Points 6 (1d4)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 12 (+1) | 14 (+2) | 9 (-1) | 11 (+0) | 13 (+1) |
Senses Passive Perception 10
Languages Common, Dwarven
Attacks Melee +5 / 1d4+3, Ranged +3 / 1d4+1, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 9 |
Possessions: 1 Chain shirt.
Cory Clifton, Male Human [Permalink]
Personal [hide]
Description: His skin is bronze and flawless. He dresses well, wearing grey shirts, loose pants, and blazers most of the time. He is an epitome of beauty. His hair is auburn and very short. He has a very pronounced jaw and large eyebrows. He wears rectangular glasses with silver brims.
Personality: He tends to agree with only himself unless someone else's opinion sounds like he can profit from it. He tries to control his temper but he can't always stop himself from what he feels what must be done. His actions favor neither the good nor the evil, as he answers to a power that mortal men fail to acknowledge.
History: Cory was born in the south. At a young age he loved to build and create. A few years later when the west was not economically sound they moved to his current location. After a long history of fighting, Cory and his spouse have recently divorced.
Motivation: He's repulsed by the PC.
Ideals: Persistence. Flaws: Antagonistic. Bonds: Attractive, Religious, Immigrant. Occupation: Dyer
Voice: Nasally tone
Attributes [hide]
Medium (5'7") Human, Chaotic Good (CR 1)
Armor Class 10
Hit Points 9 (1d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 11 (+0) | 8 (-1) | 12 (+1) | 12 (+1) | 11 (+0) |
Senses Passive Perception 11
Languages Common, Ignan
Attacks Melee +4 / 1d4+2, Ranged +2 / 1d4+0, Grapple +3
Possessions: 100 gp.
Sariel Conway, Female Half-Elf [Permalink]
Personal [hide]
Description: Her right thumb is blackened and bruised, but otherwise she appears quite healthy. She wears skinny pants and wears a yellow and green robe with the hood down. Her blonde hair is long and unkept. Her otherwise smooth face is marked with small tiny scars.
Personality: She is cool and collected. She likes to make quips and puns whenever she does anything. She also makes a point to compliment her superiors and flatter them. A fanatic, her devotion to her small selection of gods is unquestionable. She claims to be doing their will and will base all her actions on whether or not they would be pleasing to the gods.
History: The child of a Glassblower, who enjoyed hunting, Sariel was taken on many hunting expeditions. At a young age she wooed the heart of her future spouse and the two had a long relationship before they wed. She bought a club and has really upped her game hunting, due to her understanding of decoy and ambush.
Motivation: She has a rivalry with the Church that dominates her actions; and she is compelled to act according to her religious beliefs
Ideals: Disciplined. Flaws: Ugly. Bonds: Religious, Nature, In love. Occupation: Cartwright
Voice: Hard of hearing, loud
Attributes [hide]
Medium (4'10") Half-Elf, Lawful Neutral (CR 2)
Armor Class 14
Hit Points 13 (2d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 18 (+4) | 17 (+3) | 12 (+1) | 11 (+0) | 16 (+3) |
Senses Passive Perception 10
Languages Common, Elven, Gnome
Attacks Melee +3 / 1d6+1, Ranged +6 / 1d6+4, Grapple +4
Possessions: 50 gp. 1 Masterwork Uncommon Weapon.
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