Chad Tatum, Male Human [Permalink]
Personal [hide]
Description: He is scrawny and has patchy chestnut stubble. He sports brown clothing, slightly heavier than average wear. He has a hunchback. He wears his chestnut hair up. His voice is smooth and creepy, always level, but somehow just slightly unnerving.
Personality: Stoic and calm, he prefers to meditate than take action. He is a big fan of imagination and believes people should spend more time reading and writing.
History: The child of a Armorer, who enjoyed hunting, Chad was taken on many hunting expeditions. 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. Chad took refuge in the ruined castle and found the beat up ceremonial dagger and armor he uses now. He routinely visits covens of witches but complains that many are fraudulent and lack true knowledge of magic.
Motivation: He is not mentally stable, and does not behave rationally; and to share knowledge with the world
Ideals: Disciplined, Logical. Flaws: Ugly, Insane. Bonds: Nature. Occupation: Jeweler
Voice: High pitched, excited
Attributes [hide]
Medium (6'1") Human, Lawful Good (CR 5)
Armor Class 11
Hit Points 30 (5d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 13 (+1) | 13 (+1) | 11 (+0) | 13 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common
Attacks Melee +3 / 2d4+0, Ranged +4 / 2d4+1, Grapple +1
Possessions: 10 pp. 1 Backpack. 1 Climber’s kit. 1 Masterwork Musical instrument.
Diggory Fidget, Male Human [Permalink]
Personal [hide]
Description: He is bundled in multiple layers and is prepared for a desert trek wearing a turban that covers his face most of the time. He sports a flattop hair cut. His fierce hazel eyes like to dwell on things.
Personality: Here is a man who knows he is the smartest in the room. He talks down to others constantly. He is a ruthless business man, a trait he acquired from his father.
History: Diggory lived on a farm with his father, near the main road leading to a nearby town. He made a point of taking high paying jobs and getting most of it up front. He has been saving his money to try and buy his brother's freedom.
Motivation: Regain custody of his son; and to clean up the streets
Ideals: Impeccable, Entrepeneur. Bonds: Family, Adventurer, Guardian. Occupation: Gardener
Voice: Draws out vowels
Attributes [hide]
Medium (5'5") Human, Neutral Good (CR 8)
Armor Class 11
Hit Points 44 (8d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 13 (+1) | 10 (+0) | 14 (+2) | 13 (+1) | 11 (+0) |
Senses Passive Perception 11
Languages Common, Elven, Sylvan
Attacks Melee +8 / 2d10+5, Ranged +4 / 2d10+1, Grapple +5
Possessions: 1100 gp. Ceremonial electrum dagger with a star ruby in the pommel (800 gp). Fire opal pendant on a fine gold chain (2100 gp). Large well-done wool tapestry (600 gp). 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Robert Tewksbury, Male Human [Permalink]
Personal [hide]
Description: A middle-aged man, he wears loose pants and a collared shirt complete with sweater beneath his coat, and is pretty ugly. He has dyed his greying white hair a little too much giving a sharp white color. His face is feral with sharp distinguishing features. His spectacle hidden eyes are a deep brown.
Personality: He considers himself the perfect gentleman. He makes a point to always show proper etiquette and frequently critiques the etiquette of others. He loves being with his children and actually smiles when they are around. He would do anything for them. He dislikes his ex a great deal.
History: He was born to a pair of big game hunters, but was frequently ill as a child. Being born in the south, he completed his medical training abroad so as to avoid the war. He returned after the war having achieved medical proficiency. He was a general practitioner in the south for years, until he, through no fault of his own, lost a patient who had a very powerful family. Rather than risk reprisal he made his way east. He was always very intelligent and has formed a secret society of philosophers.
Motivation: He doesn't get along with people that don't share his tastes.
Ideals: Impeccable. Flaws: Ugly, Disease, Secretive. Bonds: Family. Occupation: Performer
Voice: Low range voice
Attributes [hide]
Medium (5'0") Human, Chaotic Good (CR 6)
Armor Class 12
Hit Points 42 (6d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 14 (+2) | 15 (+2) | 13 (+1) | 17 (+3) | 14 (+2) |
Senses Passive Perception 13
Languages Common, Aquan
Attacks Melee +5 / 2d6+2, Ranged +5 / 2d6+2, Grapple +2
Possessions: 7000 sp. Deep blue spinel (1600 gp). 1 Minor magic item.
Godfrey Clare, Male Human [Permalink]
Personal [hide]
Description: He dresses well, wearing white shirts, loose pants, and blazers most of the time. He has relatively dark skin and is very physically imposing due to his abundance of muscles. His hair is long and golden with streaks of black, and is pulled back with small white clips. His beard is black, braided, and well cared for. His green eyes peer out from beneath his deerstalker white hat.
Personality: He is intelligent and cunning, but he will too often allow his rage to get the better of him. He will lose his cool and rely on brute force to carry the day. He is able to make almost anything out of random pieces of junk.
History: He was raised happily, as a normal child born to his mother and father. His mother taught him the rudiments of the Animal Trainer arts, while his father instructed him in etiquette, music and courtly manner. Ostracized due to the martial powers of his oldest brother, he and his siblings struck out on their own. In the process these unassuming Humans became a terror of the countryside. Due to his spouse's obsession with being a Tanner they were divorced and he won custody of their daughter. He worked as a Animal Trainer, and he later adopted a second daughter.
Motivation: He has money and likes to spend it.
Ideals: Gifted. Flaws: Antagonistic. Bonds: Attractive, Rich, Family. Occupation: Animal Trainer
Voice: Rolls R's
Attributes [hide]
Medium (5'6") Human, Chaotic Good (CR 7)
Armor Class 13
Hit Points 22 (7d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 17 (+3) | 6 (-2) | 13 (+1) | 12 (+1) | 14 (+2) |
Senses Passive Perception 14
Languages Common, Goblin
Attacks Melee +3 / 2d8+0, Ranged +6 / 2d8+3, Grapple +3
Possessions: 1200 gp. Sardonyx (30 gp). Onyx (30 gp). Black pearl (1500 gp). Red garnet (160 gp). 1 Minor magic item. 1 Minor magic item.
Drogo Carlyle, Male Human [Permalink]
Personal [hide]
Description: He is a pot bellied western man with a big hulking figure and broad shoulders. He wears a black shirt, with a red mid length shorts with red tights and flats, usually wearing a coat over them. His brown hair is singed and shortened. He tend to wears goggles to shield his eyes.
Personality: Here is a man who knows he is the smartest in the room. He talks down to others constantly. The war was a terrible time for him, and Drogo does not often speak of it. When he does, he does so with a strained expression and tears in his eyes.
History: He was born a particularly ugly child, much to the horror of his parents. He was an athlete and attended two major summer competitions. He never won. He was recently attacked on the road and savagely beaten by bandits.
Motivation: He doesn't get along with people that don't share his tastes; and he feels kind of lost in life
Ideals: Athletic, Impeccable. Flaws: Ugly, Depressed. Bonds: Military. Occupation: Miller
Voice: Speaks like tongue is numb
Attributes [hide]
Medium (5'10") Human, Neutral Good (CR 3)
Armor Class 13
Hit Points 12 (3d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 16 (+3) | 11 (+0) | 11 (+0) | 11 (+0) | 15 (+2) |
Senses Passive Perception 12
Languages Common
Attacks Melee +5 / 1d8+3, Ranged +5 / 1d8+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 6 | 5 |
Possessions: 100 gp.
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