Cory Sharps, Male Human [Permalink]
Personal [hide]
Description: He wears well tailored suits and hats with beautiful decoration. He is almost always dressed for an outing in high society, but does not cut a very imposing figure. He walks with a slouch but will stand straight to his full 5'6" when asserting himself. His silver hair, when down, is lengthy. He wears a mask on his face.
Personality: He is curt in most of his responses. He prefers to keep his word usage to a minimum to avoid giving away unnecessary information. He receives visions of the future at random moments
History: His arcane talent manifested at a young age. Aiming to upstage a rival house, his parents had him trained. His parents enrolled him in a Ranger school at a young age so that he could practice his arcane talents. One night he noticed a nearby shooting star which he hiked out to see where it landed. It turned out to be an ancient artifact of some kind. He has done his darndest to repair it but it is currently non-functional.
Motivation: He uses money and sex appeal to get what he needs; and he is greedy
Ideals: Gifted, Persistence. Flaws: Shy. Bonds: Rich, Attractive. Occupation: Mortician
Voice: Smooth and feminine
Attributes [hide]
Medium (5'6") Human, Chaotic Good (CR 5)
Armor Class 13
Hit Points 30 (5d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 16 (+3) | 11 (+0) | 10 (+0) | 14 (+2) | 13 (+1) |
Senses Passive Perception 15
Languages Common
Attacks Melee +3 / 2d4+0, Ranged +6 / 2d4+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 0 | 0 | 0 | 0 | 0 |
Possessions: 200 gp.
Trym Blakely, Male Human [Permalink]
Personal [hide]
Description: He wears a shirt that is too small, which lets his gut show, with a ratty black coat over it. He has a slight overbite and is overall scrawny. His red hair is cut short with large spiked bangs in the front. He wears a mask on his face.
Personality: He considers himself the perfect gentleman. He makes a point to always show proper etiquette and frequently critiques the etiquette of others. He pushes his goals aggressively. He is also a coward if confronted.
History: A powerful wizard made him what he is. He couldn't stand his childhood mentor and eventually formed a pact with his mentor's previously failed apprentice to rebel. When their plan failed the mentor lashed out against both of them and fled. He eventually got the idea of being the protector of his homeland from reading books, and has made it his duty.
Motivation: He feels threatened by others; and he feels the way he acts is they only way to get by in the world
Ideals: Impeccable. Flaws: Ugly, Fearful. Bonds: Mentor, Guardian. Occupation: Spy
Voice: Tuts and clicks tongue
Attributes [hide]
Medium (5'11") Human, Neutral Good (CR 4)
Armor Class 11
Hit Points 18 (4d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 12 (+1) | 12 (+1) | 16 (+3) | 12 (+1) | 18 (+4) |
Senses Passive Perception 11
Languages Common, Orc, Celestial, Gnome
Attacks Melee +2 / 1d10+0, Ranged +3 / 1d10+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 3 | 2 | 0 |
Possessions: 34000 sp. Tiger eye turquoise (8 gp). Blue star sapphire (700 gp). Jasper (60 gp). Golden yellow topaz (1000 gp). 1 Spyglass. 1 Silver holy symbol. 1 Healer’s kit.
Theobald Davenport, Male Human [Permalink]
Personal [hide]
Description: A hulking man with gigantic muscles, he usually wears his brown robe and has his flail always slung over his shoulder. He wears a Stetson hat to cover his moderate length golden hair. He wears an eyepatch.
Personality: He considers himself the protector of his home. He feels this is his duty and calling. He does not trust anyone and sleeps with one eye open.
History: He was born to loving parents in a slum to the south. He sought a place where he would be rewarded solely on the merits of his skills. This search led him directly into Spice Merchant work with an outfit from a few towns over. Spice Merchant work suited him well, and with each successful project, he earned more gold and more respect from his peers. He has set out to sabotage the competition.
Motivation: Balancing his hectic life and new Spice Merchant responsibilities is difficult; and to be a armorer again
Flaws: Ugly, Insomniac. Bonds: Guardian, Poor, Job. Occupation: Spice Merchant
Voice: Speaks in third person
Attributes [hide]
Medium (6'3") Human, Chaotic Good (CR 4)
Armor Class 13
Hit Points 21 (4d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 16 (+3) | 13 (+1) | 11 (+0) | 10 (+0) | 12 (+1) |
Senses Passive Perception 10
Languages Common
Attacks Melee +3 / 1d10+1, Ranged +5 / 1d10+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 3 |
Possessions: 80 pp.
Aldous York, Male Human [Permalink]
Personal [hide]
Description: A man with thick toned arms and a paunchy gut. He is dressed in a clean black cloak covering his clean studded leather. His brown hair is still thick. His face possesses mild wrinkles. His smile is extraordinarily sincere though he does not smile often.
Personality: His tongue was cut out and he uses sign language. 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: A powerful brothel owner made him what he is. 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. He hopes to save up enough money to one day pay a cleric to cure him.
Motivation: A strong sense of loyalty to Human people; and his religion dominates his actions
Ideals: Athletic. Flaws: Disease, Racist. Bonds: Religious, Mentor. Occupation: Guard
Voice: Sounds elderly
Attributes [hide]
Medium (5'7") Human, Neutral Good (CR 6)
Armor Class 11
Hit Points 48 (6d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 13 (+1) | 12 (+1) | 15 (+2) | 7 (-2) | 16 (+3) |
Senses Passive Perception 8
Languages Common, Terran, Infernal
Attacks Melee +4 / 2d6+1, Ranged +4 / 2d6+1, Grapple +1
Possessions: 600 gp. Lapis lazuli (11 gp). Moonstone (20 gp). Smoky quartz (20 gp).
Trym Oakley, Male Human [Permalink]
Personal [hide]
Description: He is a pot bellied western man with a big hulking figure and broad shoulders. He dresses well, wearing pastel shirts, loose pants, and blazers most of the time. His hair is red and very short. His blue eyes are passionate and lively.
Personality: Aside from being a little slow due to sleep deprivation he is generally quite perceptive. He notices little details and can draw good conclusions from them. He is vehemently anti-magic. All of it is evil and corrupting in his opinion.
History: He was born in a small desert village. When he was little, his rather wealthy family often ventured across the desert 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 desert due to the painful memories there. Trym took refuge in the ruined castle and found the beat up dagger and armor he uses now. He bought a dagger and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: Wants to work out more often; and he seems to be bored by most things
Ideals: Athletic, Opinionated. Flaws: Insomniac. Bonds: Attractive, Nature. Occupation: Herbalist
Voice: Spits words with contempt
Attributes [hide]
Medium (6'2") Human, Lawful Good (CR 6)
Armor Class 12
Hit Points 45 (6d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 14 (+2) | 14 (+2) | 13 (+1) | 11 (+0) | 12 (+1) |
Senses Passive Perception 10
Languages Common, Abyssal
Attacks Melee +3 / 2d6+0, Ranged +5 / 2d6+2, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 5 | 3 |
Possessions: 700 gp. Amber (50 gp).
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