Gilbert Darby, Male Human [Permalink]
Personal [hide]
Description: This man is wearing a long, brown, dusty cloak. He has a penchant for wearing a ring with an oversized amethyst on his right hand. With bright golden hair and a scraggly beard. His green eyes dart around the room hyper actively observing anyone and anything.
Personality: While he acts the brute, he is far gentler than he would appear. A true patriot, Gilbert would do anything for his country. He is fiercely protective of his fellow citizens and foreign allies.
History: He was raised happily, as a normal child born to his father and mother. His father taught him the rudiments of the Roofer arts, while his mother instructed him in etiquette, music and courtly manner. He was taken as a slave by a traveling circus and forced to perform He tends to his Roofer job now, and dutifully fulfills any obligations he has.
Motivation: Retire the richest man in the south; and to be a crown-heir again
Ideals: Fighting, Entrepeneur. Bonds: Rich, Military, Slave, Job. Occupation: Roofer
Voice: Breathy voice
Attributes [hide]
Medium (5'0") Human, Neutral Good (CR 5)
Armor Class 10
Hit Points 32 (5d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 11 (+0) | 17 (+3) | 11 (+0) | 6 (-2) | 9 (-1) |
Senses Passive Perception 8
Languages Common
Attacks Melee +4 / 2d4+1, Ranged +3 / 2d4+0, Grapple +1
Possessions: 300 gp.
Arnold Southey, Male Human [Permalink]
Personal [hide]
Description: A stocky lighter skinned man, he wears dark leathers with embroidery. His red hair is cut short with large spiked bangs in the front. He was beautiful and young once, which still shows through his age, but it is a faded beauty.
Personality: He is inclined to make off color jokes and interpret anything that could be construed as such as innuendo. He refers to his adoptive father for almost all things he is unsure about, which are numerous. He is very much still a child and has not developed a drive for self-dependency.
History: Born to a poor family in the city he treasured whatever gifts he got. When he was little, his rather wealthy family often ventured across the plains to a summer home near a ruined castle. He would wander through that ruined castle 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. Arnold took refuge in the ruined castle and found the beat up bow and armor he uses now. He bought a bow and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: An old rival family wants him found; and marry his brother to traveling adventurers
Ideals: Joker. Bonds: Attractive, Family, Poor, Nature. Occupation: Seamstress
Voice: Pirate accent
Attributes [hide]
Medium (5'5") Human, Chaotic Good (CR 5)
Armor Class 11
Hit Points 28 (5d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 12 (+1) | 11 (+0) | 12 (+1) | 9 (-1) | 13 (+1) |
Senses Passive Perception 9
Languages Common, Gnome
Attacks Melee +6 / 2d4+3, Ranged +4 / 2d4+1, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 |
Possessions: 600 gp.
Norman Atherton, Male Human [Permalink]
Personal [hide]
Description: He is a physically imposing light-skinned man. He typically wears black cloth garments or leather armor. His tied-back hair is chestnut. His fair skin shows little sign of his aristocratic breeding.
Personality: Prone to second guessing himself, he comes off as nervous. He pushes his goals aggressively. He is also a coward if confronted.
History: A child with a great deal of painting talent his parents made sure he got the chance to thrive. He was married off to the eldest child of a minor noble. His spouse died of illness and he inherited everything. He remains aloof and afraid to be himself due to all the ideals others have placed upon him.
Motivation: He has money and likes to spend it; and he feels threatened by others
Ideals: Artistic. Flaws: Shy, Fearful. Bonds: Attractive, Rich. Occupation: Cartwright
Voice: Rolls R's
Attributes [hide]
Medium (6'1") Human, Neutral Good (CR 5)
Armor Class 11
Hit Points 30 (5d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 13 (+1) | 15 (+2) | 13 (+1) | 7 (-2) | 12 (+1) |
Senses Passive Perception 8
Languages Common, Druidic
Attacks Melee +5 / 2d4+2, Ranged +4 / 2d4+1, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 3 | 3 | 1 | 0 |
Possessions: 500 gp. Violet garnet (1400 gp).
John Law, Male Human [Permalink]
Personal [hide]
Description: He appears as an extremely gaunt Human, and stands approximately 6'5". He wears a violet collared shirt and black pants. He accessorizes with a white scarf around the waist and a strap diagonally across his shirt, and his gloved hand is found clutching a warhammer. His golden hair is kept up in a ponytail inside a top hat. His amber eyes peer out from beneath his top violet hat.
Personality: He will use flattery and sarcasm to attack and weaken his opponents. Despite his formidable combat skills he remains a coward. He uses divination through singing.
History: John was born in the north. At a young age he loved to build and create. His father was a mechanic, and taught him how to fix just about anything. He has set out to sabotage the competition.
Motivation: His name or reputation has been wronged in the past by brigands, and he desires to right it; and someone believes him a fraud
Ideals: Fighting, Gifted, Persistence. Bonds: Job, Enemies. Occupation: Bricklayer
Voice: Hollow voice
Attributes [hide]
Medium (6'5") Human, Chaotic Good (CR 3)
Armor Class 13
Hit Points 15 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 16 (+3) | 9 (-1) | 17 (+3) | 10 (+0) | 8 (-1) |
Senses Passive Perception 10
Languages Common, Infernal, Aquan, Orc
Attacks Melee +4 / 1d8+2, Ranged +5 / 1d8+3, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 4 |
Possessions: 100 gp. Rhodochrosite (14 gp).
Charles Enfield, Male Human [Permalink]
Personal [hide]
Description: He is wearing a tight yellow one piece outfit complete with pants, hood, and a cape, but does not cut a very imposing figure. He walks with a slouch but will stand straight to his full 5'4" when asserting himself. He has a long silver beard with little hanging trinkets. His face possesses mild wrinkles. His smile is extraordinarily sincere though he does not smile often.
Personality: He loves telling others what to do and how they should feel about things. He does suffer from mild PTSD, and the sight of illithids may trigger it at times.
History: Born to a pair of adventurers, Charles grew up listening to his father's many stories. In his 13th year, his parents were killed by a illithids raid, leaving Charles alone in the world. After a stint in an orphanage, he was adopted. After a long history of fighting, Charles and his spouse have recently divorced.
Motivation: His spouse's relatives view him with great suspicion; and revenge
Ideals: Opinionated. Flaws: Antagonistic. Bonds: Enemies, Adventurer, Family. Occupation: Courier
Voice: Speaks with a cold
Attributes [hide]
Medium (5'4") Human, Chaotic Good (CR 3)
Armor Class 13
Hit Points 14 (3d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 16 (+3) | 15 (+2) | 12 (+1) | 9 (-1) | 6 (-2) |
Senses Passive Perception 9
Languages Common, Halfling
Attacks Melee +2 / 1d8+0, Ranged +5 / 1d8+3, Grapple +3
Possessions: 2600 sp. 1 Half-Plate. 1 Half-Plate.
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