Reynard Digby, Male Human [Permalink]
Personal [hide]
Description: A moderately attractive man, he wears a simple brown robe with tan stripes complete with hood. He keeps his silver hair in a pixie cut. He has several tiny ruby earrings on each ear.
Personality: He is witty, but his monotone delivery comes off as unnerving He does not believe in violence as a means to an end. He is a dedicated Fortune-teller but believes his peers are too gung-ho.
History: He was raised happily, as a normal child born to his father and mother. His father taught him the rudiments of the Fortune-teller arts, while his mother instructed him in etiquette, music and courtly manner. He has chosen to use the inheritance that was left to him frivolously. He is untrained/undisciplined, which makes him dangerous.
Motivation: He uses money and sex appeal to get what he needs; and money/treasure
Ideals: Joker, Pacifist. Flaws: Insane. Bonds: Attractive, Rich. Occupation: Fortune-teller
Voice: Sounds elderly
Attributes [hide]
Medium (6'1") Human, Chaotic Good (CR 4)
Armor Class 11
Hit Points 20 (4d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 13 (+1) | 12 (+1) | 16 (+3) | 10 (+0) | 12 (+1) |
Senses Passive Perception 10
Languages Common, Giant, Undercommon, Celestial
Attacks Melee +4 / 1d10+2, Ranged +3 / 1d10+1, Grapple +2
Possessions: 600 gp. Deep green spinel (60 gp). 1 Good lock. 1 Masterwork Musical instrument.
William Southey, Male Human [Permalink]
Personal [hide]
Description: This western man's face is deformed and paralyzed on one side. As such, he slurs his words together. He wears a large hat to cast shadows over his face and wears ponchos to better hide his body. He keeps his red hair in a pixie cut. He has gleaming, smiling hazel eyes.
Personality: He is overprotective of those who hire his services. A fanatic, his devotion to his small selection of gods is unquestionable. He claims to be doing their will and will base all his actions on whether or not they would be pleasing to the gods.
History: Born in a small village he learned the ways of the warrior from his father. Like his father and his brother before him, after school he went straight into learning to become a Tanner. Recently a tribe of dire rats attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. William fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: To clean up the streets.
Ideals: Fighting. Flaws: Ugly. Bonds: Guardian, Religious, Job. Occupation: Tanner
Voice: Soothing and warm
Attributes [hide]
Medium (5'7") Human, Neutral Good (CR 7)
Armor Class 11
Hit Points 19 (7d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 12 (+1) | 11 (+0) | 9 (-1) | 16 (+3) | 17 (+3) |
Senses Passive Perception 13
Languages Common
Attacks Melee +4 / 2d8+1, Ranged +4 / 2d8+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 |
Possessions: 1100 gp. A roughly beaten golden orb (100 gp). Brass mug with jade inlays (200 gp). Brass mug with jade inlays (200 gp). Embroidered silk and velvet mantle with numerous moonstones (2200 gp). 1 Minor magic item. 1 Minor magic item.
Charles Hailey, Male Human [Permalink]
Personal [hide]
Description: A middle-aged man, he wears suspenders and brown workpants. His shirt is grey, and he wears a heavy brown leather apron most of the time, and is pretty ugly. His hair is red and curly. His blue eyes dart around the room hyper actively observing anyone and anything.
Personality: He shows great sympathy to all travelers. He's the type to buy drinks and listen to their stories. He is a logical person and will generally grow upset if things defy logic and science.
History: His druidic talent manifested at a young age. Aiming to upstage a rival house, his parents had him trained. Ostracized due to the druidic powers of his oldest sister, he and his siblings struck out on their own. In the process these unassuming Humans became a terror of the countryside. Lacking all sense, he decided to go on an adventure. He picked a direction and started trekking.
Motivation: To share knowledge with the world.
Ideals: Philantrophist, Logical, Gifted. Flaws: Ugly. Bonds: Adventurer. Occupation: Armorer
Voice: Strong lisp
Attributes [hide]
Medium (5'8") Human, Lawful Good (CR 5)
Armor Class 9
Hit Points 13 (5d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 8 (-1) | 11 (+0) | 18 (+4) | 15 (+2) | 11 (+0) |
Senses Passive Perception 12
Languages Common, Draconic, Halfling, Dwarven, Undercommon
Attacks Melee +3 / 2d4+0, Ranged +2 / 2d4-1, Grapple +0
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 15 | 6 | 6 | 4 | 0 | 0 | 0 | 0 | 0 | 0 |
Possessions: 300 gp. Golden yellow topaz (700 gp). Azurite (16 gp). Black star sapphire (800 gp). Hematite (16 gp). 1 Minor magic item.
Thomas Beverly, Male Human [Permalink]
Personal [hide]
Description: A stocky darker skinned man, he dresses like a well dressed Junk Dealer does. His silver hair is greying along the sides and has receded to reveal a widow's peak. He is baby faced.
Personality: He speaks before he thinks and is too direct. He would rather hide behind his crafts than deal with other people.
History: The child of a Apothecary, who enjoyed hunting, Thomas was taken on many hunting expeditions. When he was little, his rather wealthy family often ventured across the island 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 island due to the painful memories there. Thomas took refuge in the large cave and found the beat up pickaxe and armor he uses now. He inherited the family business which he has now maintained for 7 years.
Motivation: To prove his worth to the world; and sabotage a competitor
Ideals: Artistic. Flaws: Impulsive, Shy. Bonds: Job, Nature. Occupation: Junk Dealer
Voice: Breathy voice
Attributes [hide]
Medium (5'8") Human, Neutral Good (CR 3)
Armor Class 7
Hit Points 10 (3d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 5 (-3) | 12 (+1) | 14 (+2) | 12 (+1) | 8 (-1) |
Senses Passive Perception 9
Languages Common, Elven, Ignan
Attacks Melee +4 / 1d8+2, Ranged -1 / 1d8-3, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 4 | 2 | 1 | 0 | 0 |
Possessions: 400 gp. 1 Smokesticks. 2 Holy water. 4 Antitoxin.
Henry Mitchell, Male Human [Permalink]
Personal [hide]
Description: He wears a green coat over a blue low-cut shirt, and a deerstalker hat upon his head. His attire stands in sharp contrast to his hammer, which is beautifully polished and possesses an ornate carving of a card on it. He wears his hair in dreadlocks. His face is covered beneath a completely black helmet.
Personality: He is a very philanthropic person; he spends his free time working at various soup kitchens. He takes great joy in being the best Doctor in town.
History: He was born to loving parents in a slum to the north. He found a children's book about a Human Ranger who fought for good and justice and never realised it was just a child's story. He modeled his life after the story, seeing himself destined a hero. He's also a talented Armorer, but doesn't like to broadcast it.
Motivation: Meet up once more with his childhood friend; and he desires power and/or immortality
Ideals: Philantrophist. Bonds: Job, Poor, Adventurer. Occupation: Doctor
Voice: American accent
Attributes [hide]
Medium (5'5") Human, Chaotic Good (CR 3)
Armor Class 10
Hit Points 17 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 10 (+0) | 10 (+0) | 11 (+0) | 14 (+2) | 6 (-2) |
Senses Passive Perception 14
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +2 / 1d8+0, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 0 | 0 | 0 | 0 | 0 |
Possessions: 100 gp. Coral (50 gp). Black opal (900 gp).
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Their contribution stands as a beacon of hope for all adventurers!