Hugolina Kitchur, Female Human [Permalink]
Personal [hide]
Description: She stands about 4'7" and wears a tan cloak and cross-gartered black stockings. Her right leg appears badly burned and disfigured. Her chestnut hair is cut jaggedly and amateurishly. Her eyes are green and catlike.
Personality: She thrives on attention. She does whatever is in her power to gain the attention of whomever she deems a fit date. She does not trust anyone and sleeps with one eye open.
History: She was born to loving parents in a slum to the east. In her 15th year, her parents were killed by a brigands raid, leaving Hugolina alone in the world. After a stint in an orphanage, she was adopted. Days after completing her studies, news broke out that her hometown was attacked by brigands. Hugolina was horrified and prayed that her father was alright. However, she heard that her father had died fighting off the brigands.
Motivation: Her name or reputation has been wronged in the past by brigands, and she desires to right it.
Flaws: Insomniac. Bonds: Attractive, Poor, Enemies. Occupation: Carpenter
Voice: Middle-eastern accent
Attributes [hide]
Medium (4'7") Human, Chaotic Good (CR 5)
Armor Class 13
Hit Points 21 (5d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 16 (+3) | 7 (-2) | 13 (+1) | 9 (-1) | 14 (+2) |
Senses Passive Perception 9
Languages Common, Dwarven
Attacks Melee +5 / 2d4+2, Ranged +6 / 2d4+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 |
Possessions: 700 gp.
Juliana Garfield, Female Human [Permalink]
Personal [hide]
Description: She stands about 6'1" and does not wear sleeves and tends to eschew shirts when she can avoid it. Her left hand appears badly burned and disfigured. Her black hair is greying along the sides and has receded to reveal a widow's peak. She wears an eyepatch.
Personality: Calm and collected, she is a well trained Fortune-teller. She receives visions of the future at random moments
History: She got into the Fortune-teller business at a young age. She sought a place where she would be rewarded solely on the merits of her skills. This search led her directly into Fortune-teller work with an outfit from a few towns over. Fortune-teller work suited her well, and with each successful project, she earned more gold and more respect from her peers. One night she noticed a nearby shooting star which she hiked out to see where it landed. It turned out to be an ancient artifact of some kind. She has done her darndest to repair it but it is currently non-functional.
Motivation: Expand her business; and she is unsatisfied with her job
Ideals: Gifted, Persistence. Flaws: Ugly. Bonds: Job. Occupation: Fortune-teller
Voice: Speaks in third person
Attributes [hide]
Medium (6'1") Human, Neutral Good (CR 5)
Armor Class 11
Hit Points 33 (5d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 13 (+1) | 11 (+0) | 5 (-3) | 10 (+0) | 9 (-1) |
Senses Passive Perception 10
Languages Common
Attacks Melee +5 / 2d4+2, Ranged +4 / 2d4+1, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 0 |
Possessions: 30000 cp. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Mary Tatum, Female Human [Permalink]
Personal [hide]
Description: She wears a black costume with the symbols of her god on her torso. She carries with her a set of shortbows on her belt, each one with a topaz on the hilt. Her hair is short and white. Her gray eyes lackadaisically let the world flow into them.
Personality: She cares much about the opinion of others, both in good and in bad: when keeping in line with her opinion, she thinks highly of the other person, but when opinions clash, she can get violently argumentative. The war was a terrible time for her, and Mary does not often speak of it. When she does, she does so with a strained expression and tears in her eyes.
History: She got into the Crown-heir business at a young age. When she came of age, she joined a caravan that would eventually take her to the capital. She would practice along the way and, when she arrived, be apprenticed to a Crown-heir. She tends to her Crown-heir job now, and dutifully fulfills any obligations she has.
Motivation: Sabotage a competitor; and she feels kind of lost in life
Ideals: Fighting, Opinionated. Flaws: Depressed. Bonds: Military, Job. Occupation: Crown-heir
Voice: French accent
Attributes [hide]
Medium (5'8") Human, True Neutral (CR 5)
Armor Class 10
Hit Points 12 (5d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 10 (+0) | 9 (-1) | 13 (+1) | 14 (+2) | 11 (+0) |
Senses Passive Perception 15
Languages Common, Dwarven
Attacks Melee +6 / 2d4+3, Ranged +3 / 2d4+0, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 0 | 0 | 0 | 0 | 0 |
Possessions: 400 gp. Blue quartz (8 gp). Freshwater pearl (8 gp). Rhodochrosite (8 gp). Chrysoberyl (120 gp). 1 Masterwork Uncommon Weapon. 1 Masterwork Common Melee. 1 Masterwork Common Melee. 1 Masterwork Common Ranged Weapon.
Don Hornsby, Male Human [Permalink]
Personal [hide]
Description: He wears a tattered pair of loose black pants, a matching torn shirt, and a visible pair of similar condition same color briefs. He has a slight overbite and is overall scrawny. He has red hair. Judging by the bloodshot nature of his eyes and the massive bags underneath them one would imagine he has not slept for days.
Personality: Don 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 has no love for corruption and racketeering and views those as crimes of the highest magnitude.
History: His father raised him in a mountain cabin. When he was little, his rather wealthy family often ventured across the island to a summer home near a old dungeon. He would wander through that old dungeon 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 island due to the painful memories there. Don took refuge in the old dungeon and found the beat up halberd and armor he uses now. He bought a halberd and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: Many giants want him driven away.
Ideals: Extrovert, Justice. Flaws: Insomniac. Bonds: Poor, Nature. Occupation: Carter
Voice: Speaks through clenched teeth
Attributes [hide]
Medium (5'1") Human, Chaotic Good (CR 5)
Armor Class 9
Hit Points 47 (5d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 8 (-1) | 14 (+2) | 13 (+1) | 5 (-3) | 13 (+1) |
Senses Passive Perception 12
Languages Common, Infernal
Attacks Melee +4 / 2d4+1, Ranged +2 / 2d4-1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 8 |
Possessions: 5000 sp. Black star sapphire (700 gp). Blue quartz (11 gp). 1 Minor magic item. 1 Minor magic item.
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