Ralf Mitchell, Male Human [Permalink]
Personal [hide]
Description: He stands about 6'1" and wears well tailored suits and hats with beautiful decoration. He is almost always dressed for an outing in high society. His right leg appears badly burned and disfigured. He has a very tight haircut. He wears large thick round spectacles.
Personality: Here is a man who knows he is the smartest in the room. He talks down to others constantly. He can see the true alignment of people by looking at them, and uses this to pass judgement.
History: He was raised happily, as a normal child born to his father and mother. His father taught him the rudiments of the Scribe arts, while his mother instructed him in etiquette, music and courtly manner. He was married off to the eldest child of a minor noble. His spouse died of illness and he inherited everything. He has built up a small fortune and can afford his own way.
Motivation: His religion dominates his actions; and he feels the way he acts is they only way to get by in the world
Ideals: Impeccable, Gifted. Bonds: Rich, Religious. Occupation: Scribe
Voice: Dutch accent
Attributes [hide]
Medium (6'1") Human, Neutral Evil (CR 5)
Armor Class 10
Hit Points 35 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 8 (-1) | 11 (+0) | 11 (+0) | 11 (+0) | 9 (-1) | 8 (-1) |
Senses Passive Perception 9
Languages Common
Attacks Melee +2 / 2d4-1, Ranged +3 / 2d4+0, Grapple +0
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 10 |
Possessions: 40000 cp.
Norman Hadlee, Male Human [Permalink]
Personal [hide]
Description: A man with a calm yet intense air about him, he wears tight fitting pants and leather jackets. He usually doesn't wear a shirt. He wears his red hair up. He has a tattooed face.
Personality: He is a pretentious jerk insisting that modern society is full of problems and should revert to a simpler time. He does suffer from mild PTSD, and the sight of drow may trigger it at times.
History: His druidic talent manifested at a young age. Aiming to upstage a rival house, his parents had him trained. His mother disappeared, and while he tried to raise money to find his mother, he was betrayed dozens of times. He was granted druidic powers by his dying brother.
Motivation: A rival would like him out of the picture; and he's repulsed by the pc
Ideals: Gifted. Flaws: Antagonistic. Bonds: Enemies, Family, Criminal record. Occupation: Bowyer
Voice: Dark and ominous
Attributes [hide]
Medium (5'2") Human, Chaotic Neutral (CR 5)
Armor Class 12
Hit Points 25 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 15 (+2) | 9 (-1) | 13 (+1) | 17 (+3) | 13 (+1) |
Senses Passive Perception 13
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 | 14 | 0 | 0 | 0 | 0 | 0 |
Possessions: 300 gp. Zircon (50 gp). Amethyst (50 gp). Coral (50 gp). 1 Minor magic item.
Reynard Atherton, Male Human [Permalink]
Personal [hide]
Description: He wears just a blue suit. He is portly but not overly obese. He keeps his long brown hair kept up in a rat tail. He has a tattooed face.
Personality: He is shy and timid. He has not had much interaction with people and is skittish around them. He is very protective of his business, his home, and his spouse. He is willing to work with less than legal methods but maintains the front of legitimacy.
History: Sold as a small child to a slaver, Reynard was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. He was taken as a slave by a traveling circus and forced to perform Being a Locksmith kept his interest for a while, but then he became depressed and bored. So he turned to a secret life of crime, taking increasingly more risks and challenges.
Motivation: A deep hatred of illithids; and his name or reputation has been wronged in the past by illithids, and he desires to right it
Flaws: Shy. Bonds: Criminal record, Mentor, Slave, Enemies. Occupation: Locksmith
Voice: Laughs frequently while speaking
Attributes [hide]
Medium (5'9") Human, Chaotic Neutral (CR 5)
Armor Class 11
Hit Points 33 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 13 (+1) | 12 (+1) | 14 (+2) | 14 (+2) | 13 (+1) |
Senses Passive Perception 12
Languages Common, Giant, Aquan
Attacks Melee +5 / 2d4+2, Ranged +4 / 2d4+1, Grapple +5
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 13 | 0 | 0 | 0 | 0 | 0 |
Possessions: 100 gp. 1 Minor magic item. 1 Minor magic item.
Millicent Kimberly, Female Human [Permalink]
Personal [hide]
Description: Her skin has the orange glow of too much sun. She is renowned for her bright tan dresses and hats. Her red hair is drawn into a tight pony tail with a butterfly scrunchie. She has gleaming, smiling gray eyes.
Personality: She is quite rude, and likes to deride her opponents skill and shout insults at them. She is ready at a moment's notice to give into her darker urges. She is a real pyromaniac and does not care who the fire hurts. She often ends up burning people alive in the fires she starts.
History: A powerful wizard made her what she is. While she appears to be a normal Human, she's... not quite right. Perhaps she's slightly insane, or otherwise so mentally alien to the rest of the world that she plain doesn't fit in. After months of barely getting by, Millicent managed to ambush a major caravan with a load of valuables. Instantly wealthy, she made her way to the capital under a new identity.
Motivation: She is currently in port desperately looking for someone to get her out; and she has money and likes to spend it
Flaws: Antagonistic, Insane. Bonds: Criminal record, Mentor, Rich, Slave. Occupation: Doctor
Voice: Pirate accent
Attributes [hide]
Medium (5'8") Human, Chaotic Neutral (CR 5)
Armor Class 13
Hit Points 31 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 16 (+3) | 14 (+2) | 10 (+0) | 9 (-1) | 15 (+2) |
Senses Passive Perception 9
Languages Common
Attacks Melee +6 / 2d4+3, Ranged +6 / 2d4+3, Grapple +3
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 10 |
Possessions: 200 gp. Deep green spinel (110 gp).
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