Percival Tinley, Male Human [Permalink]
Personal [hide]
Description: This malnourished man wears a white vest and prefers red and white shirts. His boots appear to have been at one point steel toed but are quite worn down. His black hair is lengthy. He has violet eyes and a white hat with a red feather.
Personality: In the realm of puns, he cannot help himself. He feels obliged to make them. He is susceptible to being scared and is in actuality easily frightened. He likes to tell stories.
History: He was born to loving parents in a slum to the south. A freak accident while working with his Stableman father left him crippled. He was recently attacked on the road and savagely beaten by bandits.
Motivation: He is wracked by social anxiety; and he is terrified, and will act out of fear
Ideals: Joker. Flaws: Ugly, Fearful, Disease. Bonds: Poor. Occupation: Layabout
Voice: Soft and melodious
Attributes [hide]
Medium (6'4") Human, Neutral Evil (CR 5)
Armor Class 12
Hit Points 37 (5d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 14 (+2) | 10 (+0) | 12 (+1) | 11 (+0) | 9 (-1) |
Senses Passive Perception 10
Languages Common, Giant
Attacks Melee +5 / 2d4+2, Ranged +5 / 2d4+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 0 | 0 |
Possessions: 6000 sp.
Giselle Fulton, Female Human [Permalink]
Personal [hide]
Description: She is typically in her Junk Dealer uniform. She carries with her a set of monstrous two handed axes, each one with a jet on the hilt. She only wears one on her belt and the other on her back. She wears a colorful flower in her auburn hair. Her eyes, though not visible through her cowl, are violet.
Personality: She misses her glory days as an athlete. She does not mind her job, but it is boring in comparison. She lacks restraint and is impulsive. She jumps in and acts without thinking all too often.
History: Born in the west to a Junk Dealer, Giselle learned a great deal about her mother's area of expertise. A gifted student she started as a Performer, but she got bored and became a Junk Dealer. She has gone from town to town till she finds a spot where she can set up a sustainable business.
Motivation: Further expansion of business; and to be a performer again
Ideals: Fighting, Athletic. Flaws: Impulsive. Bonds: Job, Attractive. Occupation: Junk Dealer
Voice: Jamaican accent
Attributes [hide]
Medium (5'6") Human, Lawful Evil (CR 5)
Armor Class 11
Hit Points 38 (5d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 13 (+1) | 14 (+2) | 16 (+3) | 10 (+0) | 9 (-1) |
Senses Passive Perception 10
Languages Common, Giant, Gnome, Druidic
Attacks Melee +4 / 2d4+1, Ranged +4 / 2d4+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 0 |
Possessions: 400 gp. Chrysoprase (50 gp). Lapis lazuli (6 gp). Blue sapphire (1400 gp). 1 Full Plate. 1 Masterwork Light steel shield.
Richard Woods, Male Human [Permalink]
Personal [hide]
Description: He is a paragon of his species. He is larger and stronger than most Humans. His skin is light but he possesses many tan ritualistic tattoos. He wears loose pants and a collared shirt complete with sweater beneath his coat. His white hair is still thick. He has a dull look in his amber eyes.
Personality: He is irascible and easily irritated. He takes great pride in his work and is very well organized. His planner is full of calendar events.
History: He was born in a small island village. His parents died when he was young, and he was unceremoniously dumped in the city orphanage. Richard 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 Richard. He has set out to sabotage the competition.
Motivation: To fight the greatest warriors and to fight in the greatest battles ever; and he has decided he is irredeemable
Ideals: Fighting. Flaws: Antagonistic. Bonds: Job, Nature, Criminal record. Occupation: Miller
Voice: Sounds elderly
Attributes [hide]
Medium (5'2") Human, Chaotic Evil (CR 5)
Armor Class 13
Hit Points 43 (5d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 16 (+3) | 17 (+3) | 11 (+0) | 11 (+0) | 8 (-1) |
Senses Passive Perception 10
Languages Common
Attacks Melee +5 / 2d4+2, Ranged +6 / 2d4+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 0 | 0 |
Possessions: 40000 cp. 1 Minor magic item. 1 Minor magic item.
Charles Hallewell, Male Human [Permalink]
Personal [hide]
Description: He wears professional attire, and he perpetually has his bow ready. His blonde hair is drawn into a tight pony tail with a card scrunchie. He has several tiny emerald earrings on each ear.
Personality: He is business-like. He takes instructions and follows them to the letter. He does suffer from mild PTSD, and the sight of dire rats may trigger it at times.
History: Charles hails from a village terrorized by dire rats. Since his father passed away years ago, his mother had doted on him, and he came to think her himself as special and better than other people in town. A notion that was reinforced by his attractiveness, a trait in which he easily excels the other men of his town. Days after completing his studies, news broke out that his hometown was attacked by dire rats. Charles was horrified and prayed that his mother was alright. However, he heard that his mother had died fighting off the dire rats.
Motivation: Several ex partners dislike his way of doing things and want revenge; and someone believes him a fraud
Ideals: Fighting, Professionalism. Bonds: Attractive, Rich, Enemies. Occupation: Navigator
Voice: Slow speaker
Attributes [hide]
Medium (5'1") Human, True Neutral (CR 5)
Armor Class 11
Hit Points 26 (5d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 12 (+1) | 12 (+1) | 16 (+3) | 13 (+1) | 17 (+3) |
Senses Passive Perception 11
Languages Common, Sylvan, Orc, Gnome
Attacks Melee +4 / 2d4+1, Ranged +4 / 2d4+1, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 0 | 0 | 0 | 0 |
Possessions: 400 gp.
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