William Barton, Male Human [Permalink]
Personal [hide]
Description: He dresses well, typically a more casual-formal manner. His hair is blonde, silky, and of moderate length. His brown eyes dart around the room hyper actively observing anyone and anything.
Personality: He is quiet and reserved most of the time, but warms up to people very quickly. Around friends he is liable to tell dirty jokes and enjoy himself. He is a logical person and will generally grow upset if things defy logic and science.
History: Born in the west to a Tanner, William learned a great deal about his father's area of expertise. As a young adult he joined a group advocating for an improvement in Human conditions. He has set out to sabotage the competition.
Motivation: To share knowledge with the world; and expand his business
Ideals: Joker, Logical. Flaws: Racist. Bonds: Attractive, Job. Occupation: Tanner
Voice: Draws out vowels
Attributes [hide]
Medium (6'0") Human, Chaotic Evil (CR 5)
Armor Class 11
Hit Points 22 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 12 (+1) | 8 (-1) | 12 (+1) | 12 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common, Infernal
Attacks Melee +6 / 2d4+3, Ranged +4 / 2d4+1, Grapple +3
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 12 | 0 | 0 | 0 |
Possessions: 200 gp.
Elizabeth Barney, Female Human [Permalink]
Personal [hide]
Description: She typically wears violet cloth garments or leather armor. Her attire stands in sharp contrast to her flail, which is beautifully polished and possesses an ornate carving of a clover on it. Sporting a brown mohawk this woman's hair draws a lot of attention. Judging by the bloodshot nature of her eyes and the massive bags underneath them one would imagine she has not slept for days.
Personality: She is a very philanthropic person; she spends her free time working at various soup kitchens. She cannot deal with unfamiliar people for more than a few minutes at a time and if they persist she will grow angry at them.
History: Born in a small village she learned the ways of the warrior from her mother. After coming to the age of reason, Elizabeth took it upon herself to study the necromantic arts in their entirety; because of this, she was labeled a dark omen and banished from her homeland. She now spends her time doing works of charity.
Motivation: To fight the greatest warriors and to fight in the greatest battles ever; and to get a good night's sleep
Ideals: Philantrophist, Fighting, Gifted. Flaws: Insomniac, Antagonistic. Occupation: Dyer
Voice: Forgets to breathe while speaking
Attributes [hide]
Medium (5'7") Human, Chaotic Evil (CR 5)
Armor Class 12
Hit Points 35 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 14 (+2) | 12 (+1) | 13 (+1) | 13 (+1) | 15 (+2) |
Senses Passive Perception 11
Languages Common, Dwarven
Attacks Melee +4 / 2d4+1, Ranged +5 / 2d4+2, Grapple +2
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 12 | 0 | 0 | 0 | 0 |
Possessions: 5000 sp. 1 Minor magic item.
Theobald Gresham, Male Human [Permalink]
Personal [hide]
Description: He tends to wear a heavy leather apron. Coupled with his rolled up shirt sleeves this gives him a very relaxed look, and he perpetually has his kukri ready. He wears his hair in dreadlocks. His half smiles and blue eyes are beguiling and draw you in.
Personality: He loves justice and goodness and right action. Anyone who does not fulfill this criteria perfectly will no doubt get a lecture from him. He is the most sanctimonious self-righteous Human in existence. He does not trust anyone and sleeps with one eye open.
History: Born in the south to a Fisher, Theobald learned a great deal about his father's area of expertise. 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's also a talented Tanner, but doesn't like to broadcast it.
Motivation: Expand his business; and sabotage a competitor
Ideals: Fighting, Justice. Flaws: Insomniac. Bonds: Attractive, Job, Mentor. Occupation: Fisher
Voice: Dark and ominous
Attributes [hide]
Medium (5'3") 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) | 17 (+3) | 12 (+1) | 11 (+0) |
Senses Passive Perception 11
Languages Common, Aquan, Abyssal, Druidic
Attacks Melee +5 / 2d4+2, Ranged +6 / 2d4+3, Grapple +3
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 12 | 0 | 0 | 0 |
Possessions: 500 gp. 1 Minor magic item.
Lance Huxley, Male Human [Permalink]
Personal [hide]
Description: A moderately attractive man, he is wearing a tight white one piece outfit complete with pants, hood, and a cape. His black hair is greying along the sides and has receded to reveal a widow's peak. His blue eyes dart from person to person.
Personality: He likes to fabricate stories about his past exploits and how crazy he is, but in actuality he is rather bland. He is a font of random trivia from the lore and stories he has discovered
History: Sold as a small child to a slaver, Lance was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. A freak accident while working with his Ploughman father left him crippled. Unlike his family, who was content to work in a sleepy main town, he wanted to work in the city. He has been working here for the past few years.
Motivation: To end his boredom; and to share knowledge with the world
Ideals: Logical. Flaws: Mundane, Disease. Bonds: Attractive, Mentor. Occupation: Sellsword
Voice: Slurs words
Attributes [hide]
Medium (6'4") Human, Lawful Neutral (CR 5)
Armor Class 11
Hit Points 46 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 13 (+1) | 16 (+3) | 10 (+0) | 9 (-1) | 16 (+3) |
Senses Passive Perception 9
Languages Common
Attacks Melee +6 / 2d4+3, Ranged +4 / 2d4+1, Grapple +3
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 10 |
Possessions: 400 gp.
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