Rosamund Cooper, Female Human [Permalink]
Personal [hide]
Description: This northern woman very much looks the part of a Tailor. Her clothes are grease stained in places. She has slicked back brown hair. Her gray eyes dart from person to person to random spaces in the air.
Personality: She tends to agree with only herself unless someone else's opinion sounds like she can profit from it. She tries to control her temper but she can't always stop herself from what she feels what must be done. She is able to fit into much smaller and tighter spaces than normal.
History: Rosamund was raised in a hard working conservative environment. When money was particularly tight she was walking through alleys when she overheard a Tailor hiring some criminals to sabotage a competitor. She made her way to the other competitor and parlayed her knowledge into a job. She was betrayed by a partner and left for dead, teaching her a humbling lesson in trusting others.
Motivation: Sabotage a competitor.
Ideals: Gifted. Flaws: Antagonistic. Bonds: Job, Poor, Immigrant. Occupation: Tailor
Voice: Excited and jittery
Attributes [hide]
Medium (4'10") Human, Neutral Evil (CR 5)
Armor Class 12
Hit Points 45 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 15 (+2) | 14 (+2) | 11 (+0) | 12 (+1) | 8 (-1) |
Senses Passive Perception 11
Languages Common
Attacks Melee +4 / 2d4+1, Ranged +5 / 2d4+2, Grapple +5
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 12 | 0 | 0 | 0 |
Possessions: 600 gp. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Nicholas Tattersall, Male Human [Permalink]
Personal [hide]
Description: This slender man stands about 6'6". He prefers to wear fine silks, though has several suits of combat armor for his hunting needs. He wears his blonde hair down. Judging by the bloodshot nature of his eyes and the massive bags underneath them one would imagine he has not slept for days.
Personality: He is witty, but his monotone delivery comes off as unnerving He is fiercely devoted to his mother, and views his mother's ex-spouse as an evil person for separating him from his legal half-sister.
History: He was raised in a desert tribe. His father was supposedly a charlatan fortune teller, but he insists his father was legitimate. Due to his spouse's obsession with being a Bricklayer they were divorced and he won custody of their daughter. He worked as a Unemployed, and he later adopted a second daughter.
Motivation: To reunite with his absent mother.
Ideals: Joker. Flaws: Insomniac. Bonds: Rich, Family, Nature, Religious. Occupation: Unemployed
Voice: Puts emphasis on the wrong words
Attributes [hide]
Medium (6'6") Human, Neutral Evil (CR 5)
Armor Class 9
Hit Points 59 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 9 (-1) | 16 (+3) | 16 (+3) | 9 (-1) | 12 (+1) |
Senses Passive Perception 9
Languages Common, Terran, Gnoll, Elven
Attacks Melee +4 / 2d4+1, Ranged +2 / 2d4-1, Grapple +1
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 10 |
Possessions: 10000 cp.
Roland Myerscough, Male Human [Permalink]
Personal [hide]
Description: He wears bulky black painted plate armor, and he perpetually has his mace ready. With a patchy red beard and wild red hair. His gray eyes peer out from beneath his wide-brimmed black hat.
Personality: Confrontational and typically high on some drug or another. Animals are drawn to him, and he is able to talk to them.
History: Born to a Soapmaker, his father struggled to pay the bills. When money was particularly tight he was walking through alleys when he overheard a Layabout hiring some criminals to sabotage a competitor. He made his way to the other competitor and parlayed his knowledge into a job. He got away from his former life and has fallen to alcoholism.
Motivation: To share knowledge with the world.
Ideals: Fighting, Gifted, Logical. Flaws: Addict. Bonds: Poor. Occupation: Layabout
Voice: Sleepy voice
Attributes [hide]
Medium (5'9") Human, Neutral Good (CR 5)
Armor Class 10
Hit Points 34 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 11 (+0) | 15 (+2) | 11 (+0) | 12 (+1) | 10 (+0) |
Senses Passive Perception 11
Languages Common
Attacks Melee +5 / 2d4+2, Ranged +3 / 2d4+0, Grapple +2
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 12 | 0 | 0 | 0 |
Possessions: 700 gp. Sard (70 gp). Carnelian (70 gp). Brown-green garnet (100 gp). Violet garnet (1500 gp).
Ermina Kent, Female Human [Permalink]
Personal [hide]
Description: This woman stands a little under 5'8" and is a bit bulky. She is very muscular particularly in the legs. She wears tight fighting clothing, which leaves very little to the imagination. Her chestnut hair is singed and shortened. She wears crescent spectacles with a black brim.
Personality: She is quiet and reserved most of the time, but warms up to people very quickly. Around friends she is liable to tell dirty jokes and enjoy herself. She can't help but pocket interesting objects she comes across
History: She was born to a criminal king-pin and mafia family She went to a religious school and was inspired by the priests there in charitable deeds. Recently a tribe of brigands attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Ermina fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: She possesses a valuable artifact that the thieves guild wishes to steal; and a rival would like her out of the picture
Ideals: Fighting, Joker. Flaws: Ugly. Bonds: Criminal record, Religious. Occupation: Banker
Voice: Rhymes sentences (sorry)
Attributes [hide]
Medium (5'8") Human, Neutral Evil (CR 5)
Armor Class 10
Hit Points 34 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 10 (+0) | 14 (+2) | 16 (+3) | 14 (+2) | 13 (+1) |
Senses Passive Perception 14
Languages Common, Gnoll, Undercommon, Draconic
Attacks Melee +5 / 2d4+2, Ranged +3 / 2d4+0, Grapple +2
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 13 | 0 | 0 | 0 | 0 | 0 |
Possessions: 100 gp.
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