Drogo Barclay, Male Human [Permalink]
Personal [hide]
Description: He is a husky man, who wears a tight fitting black shirt and pants. He is bald on top and has large white tufts of hair around his ears. His blue eyes peer out from beneath his small black hat.
Personality: He is fixated on the number 57. He counts his steps and bites of food to keep in track with it. He seems to be used to being ignored and not questioned about it. Drogo is a bit of a follower. Usually he is manipulated by his sisters into helping them out, but recently he has become more of a free agent.
History: Born in the north to a Sage, Drogo learned a great deal about his father's area of expertise. Before the accident, he was one of the most outspoken anti-Human activists. He was mortally wounded, saved by a kind and fast-acting Human doctor. Due to his spouse's obsession with being a Architect they were divorced and he won custody of their daughter. He worked as a Sage, and he later adopted a second daughter.
Motivation: He'd like to take his coworkers down a peg; and to unite with his sister
Flaws: Ugly, Insane, Racist. Bonds: Family, Job. Occupation: Sage
Voice: Can't modulate volume
Attributes [hide]
Medium (6'6") Human, Neutral Good (CR 3)
Armor Class 10
Hit Points 7 (3d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 11 (+0) | 9 (-1) | 15 (+2) | 15 (+2) | 6 (-2) |
Senses Passive Perception 12
Languages Common, Elven, Aquan
Attacks Melee +6 / 1d8+4, Ranged +2 / 1d8+0, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 6 | 5 | 0 | 0 | 0 | 0 |
Possessions: 400 gp. Blue star sapphire (900 gp). Rhodochrosite (14 gp). Jet (110 gp).
Aldous Beverly, Male Human [Permalink]
Personal [hide]
Description: He is wearing colorful clothing, dressed as a Ploughman. He carries with him a set of whips on his belt, each one with a amber on the hilt. His hair is greying and his face has many wrinkles. He has a dull look in his amber eyes.
Personality: He likes to brag about his accomplishments and constantly tries to beat others to the punch. He is obsessed with his god.
History: A child with a great deal of dancing talent his parents made sure he got the chance to thrive. His spouse left him for another, whom he beat to an almost bloody pulp. He did not win them back, but he came to a realization. To get what you want from life, you must take it. He now spends his time doing works of charity.
Motivation: Someone believes him a fraud; and his name or reputation has been wronged in the past by goblins, and he desires to right it
Ideals: Fighting, Passionate, Artistic, Philantrophist. Bonds: Religious, Enemies. Occupation: Ploughman
Voice: growls and snarls, animalistic
Attributes [hide]
Medium (6'1") Human, Lawful Good (CR 5)
Armor Class 10
Hit Points 15 (5d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 11 (+0) | 10 (+0) | 8 (-1) | 14 (+2) | 13 (+1) |
Senses Passive Perception 12
Languages Common
Attacks Melee +2 / 2d4-1, Ranged +3 / 2d4+0, Grapple +0
Possessions: 200 gp. 1 Masterwork Common Ranged Weapon.
Guy Beverly, Male Human [Permalink]
Personal [hide]
Description: He is an average looking southern male in his early mid-life. He wears yellow trousers with white and green striped suspenders. He wears various colorful collared shirts. His blonde hair is matted, messy, and big. He has a dull look in his blue eyes.
Personality: He is a very philanthropic person; he spends his free time working at various soup kitchens. He also hits on women, regardless of circumstances.
History: He was a bastard born out of an affair, and his father always resented and mistreated him for it out of spite. When he was little, his rather wealthy family often ventured across the plains to a summer home near a large cave. He would wander through that large cave and adventure through it for days. One day while adventuring a terrible storm took place and he was stranded inside. His family spent the next few days looking for him, and could only assume he was dead when it came time to leave. The family never returned to the plains due to the painful memories there. Guy took refuge in the large cave and found the beat up kukri and armor he uses now. He now spends his time doing works of charity.
Motivation: Wants a kiss; and he has a crush on the local performer
Ideals: Philantrophist. Flaws: Ugly, Antagonistic. Bonds: Has a crush, Nature. Occupation: Unemployed
Voice: American accent
Attributes [hide]
Medium (5'10") Human, Chaotic Good (CR 3)
Armor Class 13
Hit Points 22 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 16 (+3) | 8 (-1) | 11 (+0) | 6 (-2) | 13 (+1) |
Senses Passive Perception 8
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +5 / 1d8+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 8 |
Possessions: 12000 cp. 1 Masterwork Common Ranged Weapon. 1 Masterwork Common Melee.
Bertram Sydney, Male Human [Permalink]
Personal [hide]
Description: A man with a cold, calculating air about him, he wears a violet vest and prefers black and red shirts. His boots appear to have been at one point steel toed but are quite worn down. He has wavy chestnut hair. He has brown eyes and a violet hat with a black feather.
Personality: Overbrimming with self-confidence, Bertram isn't afraid of most anything. He has a strong dislike to people who do not believe in Human unity. He is obsessed with his god.
History: His father raised him in a mountain cabin. He went to a religious school and was inspired by the priests there in charitable deeds. When his spouse passed he lost his only source of income but claims to his daughters to still be retired.
Motivation: Nothing but the best is good enough for him; and doesn't want to be a marshal and was forced into it by his family
Ideals: Impeccable. Flaws: Ugly. Bonds: Religious, Nature, Family. Occupation: Marshal
Voice: Speaks fast with a slight lisp
Attributes [hide]
Medium (5'11") Human, Chaotic Good (CR 5)
Armor Class 10
Hit Points 30 (5d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 11 (+0) | 14 (+2) | 12 (+1) | 18 (+4) | 8 (-1) |
Senses Passive Perception 14
Languages Common, Orc
Attacks Melee +4 / 2d4+1, Ranged +3 / 2d4+0, Grapple +1
Possessions: 1000 sp. Aquamarine (600 gp). Rose (80 gp). Iolite (80 gp). Rhodochrosite (10 gp).
Cory Atterton, Male Human [Permalink]
Personal [hide]
Description: This man wears many layers of old clothing at all times, and sports empty pouches on his belt. His white hair is matted, messy, and big. His eyes are amber and catlike.
Personality: Confrontational and typically high on some drug or another. He is a big fan of imagination and believes people should spend more time reading and writing.
History: He served in the navy to pay for his family's outstanding loans. In his 13th year, while out on a day-trip, he returned to find his hometown burning and destroyed. He found his father impaled in their home, and his mother beheaded. He saw the man who walked out, and charged him in a blind rage. The man easily evaded and defeated him, leaving him to live broken and terrified. He got away from his former life and has fallen to alcoholism.
Motivation: He is wracked by social anxiety.
Ideals: Logical. Flaws: Ugly, Addict, Fearful. Bonds: Poor, Military. Occupation: Assassin
Voice: Prounounces S like Z
Attributes [hide]
Medium (5'0") Human, Lawful Good (CR 4)
Armor Class 12
Hit Points 11 (4d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 14 (+2) | 9 (-1) | 11 (+0) | 13 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common
Attacks Melee +1 / 1d10-1, Ranged +4 / 1d10+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 3 | 2 |
Possessions: 500 gp. 1 Minor magic item.
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