Alice Ainsley, Female Human [Permalink]
Personal [hide]
Description: This northern woman is abnormally tall. She wears a yellow coat over a pastel low-cut shirt, and a broad hat upon her head. Her whole body is exceptionally muscular. Her chestnut hair is slicked back into a classic pompadour. Her eyes are green and beady.
Personality: She is unhospitable to her core. Her small house has "No trespassing" Signs all over it. Alice is a bit of a follower. Usually she is manipulated by her sisters into helping them out, but recently she has become more of a free agent.
History: Alice lived on a farm with her father, near the main road leading to a nearby town. Being born in the north, she completed her medical training abroad so as to avoid the war. She returned after the war having achieved medical proficiency. She was a general practitioner in the north for years, until she, through no fault of her own, lost a patient who had a very powerful family. Rather than risk reprisal she made her way west. After a long history of fighting, Alice and her spouse have recently divorced.
Motivation: Regain custody of her son; and she has a rivalry with the church that dominates her actions
Flaws: Ugly, Antagonistic. Bonds: Immigrant, Family, Religious. Occupation: Assassin
Voice: Breathy voice
Attributes [hide]
Medium (5'1") Human, Neutral Good (CR 5)
Armor Class 11
Hit Points 50 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 13 (+1) | 14 (+2) | 7 (-2) | 9 (-1) | 10 (+0) |
Senses Passive Perception 9
Languages Common
Attacks Melee +3 / 2d4+0, Ranged +4 / 2d4+1, Grapple +1
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 10 |
Possessions: A roughly beaten golden orb (150 gp). Sapphire pendant on gold chain (500 gp).
Shane Branson, Male Human [Permalink]
Personal [hide]
Description: He is in excellent shape and wears a simple burlap shirt and baggy pants. He conceals his kukri with his veritable burlap sack of a shirt. His long chestnut hair reaches down to his waist. His green eyes peer out from beneath his deerstalker brown hat.
Personality: He speaks before he thinks and is too direct. He has zero loyalty and will suck up to whomever is within range, in the hopes of being moved to a better position.
History: He was raised in a island tribe. His parents enrolled him in a Paladin school at a young age so that he could practice his necromantic talents. He bought a kukri and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: He feels threatened by others; and he is wracked by social anxiety
Ideals: Athletic, Gifted. Flaws: Impulsive, Fearful. Bonds: Nature. Occupation: Assassin
Voice: Shortens vowels
Attributes [hide]
Medium (5'10") Human, Lawful Evil (CR 5)
Armor Class 12
Hit Points 20 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 15 (+2) | 8 (-1) | 15 (+2) | 13 (+1) | 16 (+3) |
Senses Passive Perception 11
Languages Common, Sylvan, Orc
Attacks Melee +7 / 2d4+4, Ranged +5 / 2d4+2, Grapple +4
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 12 | 0 | 0 | 0 | 0 |
Possessions: 3000 sp. Citrine (80 gp). Tourmaline (130 gp).
Balimaar Dumph, Male Human [Permalink]
Personal [hide]
Description: This northern man's face is deformed and paralyzed on one side. As such, he slurs his words together. He has a large tan mantle and cape that has been intricately interwoven into his violet robe. His auburn hair is kept up in a ponytail inside a wide-brimmed hat. His brown unseeing eyes seem to look past you.
Personality: A deeply religious man he believes everything happens for a reason. He uses divination through singing.
History: He was born to a pair of big game hunters, but was frequently ill as a child. His parents died when he was young, and he was unceremoniously dumped in the city orphanage. Balimaar grew up in the orphanage, tormented by the older kids and famished from lack of food. To avoid death by starvation, most orphans take to a life of crime or prostitution (often both), and so did Balimaar. He was recently attacked on the road and savagely beaten by bandits.
Motivation: He is a bit of a kleptomaniac; and he has a rivalry with the church that dominates his actions
Ideals: Gifted. Flaws: Ugly, Disease. Bonds: Religious, Criminal record. Occupation: Seamstress
Voice: Speaks with squeezed throat
Attributes [hide]
Medium (5'1") Human, Neutral Evil (CR 5)
Armor Class 13
Hit Points 33 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 7 (-2) | 17 (+3) | 10 (+0) | 10 (+0) | 15 (+2) | 15 (+2) |
Senses Passive Perception 12
Languages Common
Attacks Melee +1 / 2d4-2, Ranged +6 / 2d4+3, Grapple +3
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 13 | 0 | 0 | 0 | 0 | 0 |
Possessions: 500 gp.
Tim Ridley, Male Human [Permalink]
Personal [hide]
Description: He is an exceptionally muscular looking western young adult. He wears a robe, a symbol of the sun god around his neck, and a whip on his belt. Beneath his clothing is a huge mess of scar tissue. He has moderate length brown hair. His green eyes lackadaisically let the world flow into them.
Personality: He is erratic and paranoid. He believes dire rats are coming to abduct people. He is able to fit into much smaller and tighter spaces than normal.
History: The child of western immigrants he idolized his father. In his 14th year, his parents were killed by a dire rats raid, leaving Tim alone in the world. After a stint in an orphanage, he was adopted. He has taken up leadership of the village's small militia in response to dire rats demanding more tribute than usual.
Motivation: He wants revenge against dire rats.
Ideals: Fighting, Gifted. Bonds: Slave, Enemies, Immigrant. Occupation: Bowyer
Voice: Timid voice
Attributes [hide]
Medium (5'1") Human, Neutral Good (CR 5)
Armor Class 12
Hit Points 36 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 15 (+2) | 14 (+2) | 8 (-1) | 15 (+2) | 11 (+0) |
Senses Passive Perception 12
Languages Common
Attacks Melee +6 / 2d4+3, Ranged +5 / 2d4+2, Grapple +3
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 13 | 0 | 0 | 0 | 0 | 0 |
Possessions: 500 gp.
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