Heward Ridley, Male Human [Permalink]
Personal [hide]
Description: This tall, slender man wears a robe, a symbol of magic around his neck, and a quarterstaff on his belt. His brown hair is smooth and relatively long. He has gleaming, smiling green eyes.
Personality: He dislikes all the random violence that takes place in the east. He is lazy and tries to find solutions quickly.
History: Heward lived on a farm with his mother, near the main road leading to a nearby town. Through the years after Heward was born, his mother became increasingly distant from his family, instead choosing to pursue power in the east. Heward's mother didn't care for him much, and the feeling was mutual. By chance he met his sister recently and the two have been together since.
Motivation: To unite with his sister; and regain custody of his son
Ideals: Fighting, Pacifist. Flaws: Lazy, Antagonistic. Bonds: Family. Occupation: Detective
Voice: Speaks with a cold
Attributes [hide]
Medium (6'6") Human, Chaotic Good (CR 9)
Armor Class 11
Hit Points 34 (9d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 12 (+1) | 9 (-1) | 17 (+3) | 10 (+0) | 10 (+0) |
Senses Passive Perception 10
Languages Common, Gnoll, Draconic, Auran
Attacks Melee +6 / 3d4+3, Ranged +4 / 3d4+1, Grapple +3
Possessions: 5000 sp.
Trym Burton, Male Human [Permalink]
Personal [hide]
Description: A man with a warm, jovial air about him, he dresses well, wearing tan shirts, loose pants, and blazers most of the time. His hair is cut close to his head. His eyes are blue.
Personality: Overbrimming with self-confidence, Trym isn't afraid of most anything. He has a strong dislike to people who do not believe in Human unity. He cannot deal with unfamiliar people for more than a few minutes at a time and if they persist he will grow angry at them.
History: He was raised happily, as a normal child born to his father and mother. His father taught him the rudiments of the Sculptor arts, while his mother instructed him in etiquette, music and courtly manner. Like his father and his sister before him, after school he went straight into learning to become a Sculptor. He now owns his own business.
Motivation: Expand his business.
Ideals: Impeccable. Flaws: Antagonistic. Bonds: Attractive, Rich, Job. Occupation: Sculptor
Voice: Creaky witch voice
Attributes [hide]
Medium (6'6") Human, Lawful Good (CR 3)
Armor Class 11
Hit Points 10 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
7 (-2) | 12 (+1) | 4 (-3) | 10 (+0) | 15 (+2) | 12 (+1) |
Senses Passive Perception 14
Languages Common
Attacks Melee +0 / 1d8-2, Ranged +3 / 1d8+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 0 | 0 | 0 | 0 | 0 |
Possessions: 300 gp.
Bertram Blackwood, Male Human [Permalink]
Personal [hide]
Description: He wears a robe, a symbol of his god around his neck, and a ceremonial dagger on his belt, and he perpetually has his ceremonial dagger ready. His silver hair and beard is wavy and long. His eyes are likewise blue.
Personality: Aggressive, abrasive, and angry, Bertram embodies much of what other species detest in the Humans. He believes the world needs to unite to get rid of giants once and for all.
History: Gifted from a young age, Bertram studied abroad. He married young, but lost his spouse to giants. Days after completing his studies, news broke out that his hometown was attacked by giants. Bertram was horrified and prayed that his father was alright. However, he heard that his father had died fighting off the giants.
Motivation: He's repulsed by the PC; and he wants revenge against giants
Ideals: Fighting, Gifted. Flaws: Antagonistic, Depressed. Bonds: Enemies. Occupation: Sculptor
Voice: Speaks with lower jaw sticking out
Attributes [hide]
Medium (5'5") Human, Chaotic Good (CR 5)
Armor Class 10
Hit Points 19 (5d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 11 (+0) | 12 (+1) | 14 (+2) | 9 (-1) | 7 (-2) |
Senses Passive Perception 9
Languages Common, Druidic, Aquan
Attacks Melee +2 / 2d4-1, Ranged +3 / 2d4+0, Grapple +0
Possessions: 4000 sp.
Roger Blythe, Male Human [Permalink]
Personal [hide]
Description: He wears a white costume with the symbols of strength on his torso. He is physically well-built. He sports a flattop hair cut. His face is full, his cheeks are rosy, and he always seems to sport a perfect smile and a twinkle in his gray eyes.
Personality: Always inclined to offer people food he seems plenty friendly. He cannot deal with unfamiliar people for more than a few minutes at a time and if they persist he will grow angry at them.
History: He was born with several neurological imbalances, which makes sleep difficult for him. It may also be what makes him so good at details. A freak accident while working with his Navigator mother left him crippled. He hopes to save up enough money to one day pay a cleric to cure him.
Motivation: To get a good night's sleep; and he's repulsed by the pc
Ideals: Philantrophist. Flaws: Antagonistic, Disease, Insomniac. Bonds: Attractive. Occupation: Seamstress
Voice: pre-pubescent
Attributes [hide]
Medium (5'8") Human, Lawful Good (CR 3)
Armor Class 12
Hit Points 20 (3d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 14 (+2) | 11 (+0) | 11 (+0) | 8 (-1) | 16 (+3) |
Senses Passive Perception 9
Languages Common
Attacks Melee +2 / 1d8+0, Ranged +4 / 1d8+2, Grapple +5
Possessions: 20 pp.
Alexandre Kendall, Male Human [Permalink]
Personal [hide]
Description: He prefers to wear fine silks, though has several suits of combat armor for his hunting needs, and carries sais. His chestnut hair is well kept and his bushy mustache is tapered upwards at the ends. His hazel eyes are desperate and heavily dilated. He has the appearance of someone under the heavy influence of drugs.
Personality: He is almost excessively polite to everyone, even when angry. Only to laugh say gotcha and shoot double pistol fingers at the fooled target.
History: He was born at the edge of vast island. When he was little, his rather wealthy family often ventured across the island to a summer home near a old dungeon. He would wander through that old dungeon 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. Alexandre took refuge in the old dungeon and found the beat up sai and armor he uses now. He bought a sai and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: To fight the greatest warriors and to fight in the greatest battles ever.
Ideals: Fighting, Joker. Flaws: Addict, Shy. Bonds: Rich, Nature. Occupation: Shoemaker
Voice: Sensual and smooth
Attributes [hide]
Medium (6'2") Human, Neutral Good (CR 7)
Armor Class 11
Hit Points 23 (7d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 13 (+1) | 9 (-1) | 10 (+0) | 15 (+2) | 15 (+2) |
Senses Passive Perception 12
Languages Common
Attacks Melee +2 / 2d8-1, Ranged +4 / 2d8+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 3 | 3 | 2 | 0 | 0 | 0 |
Possessions: 900 gp. Jeweled anklet (2000 gp). Solid gold idol (500 gp). Gold music box (2000 gp).
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