Hunter Marley, Male Human [Permalink]
Personal [hide]
Description: A man with a friendly, welcoming air about him, he wears a large hat to cast shadows over his face and wears ponchos to better hide his body. His auburn hair is heavily combed to the right. His violet eyes show the wear and tear of someone lonely with a great burden to carry.
Personality: He is happy with his job as a Assassin. He turns his eye from what people do, preferring to live and let live. 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: Hunter was born the youngest of three triplets. Brilliant and gifted he never wanted to apply himself. By chance he met his sister recently and the two have been together since.
Motivation: Human compassion; and his relatives are trying to arrange a marriage
Ideals: Gifted. Flaws: Antagonistic, Racist. Bonds: Job, Family. Occupation: Assassin
Voice: Low range voice
Attributes [hide]
Medium (6'0") Human, Lawful Good (CR 4)
Armor Class 11
Hit Points 18 (4d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 12 (+1) | 11 (+0) | 14 (+2) | 9 (-1) | 10 (+0) |
Senses Passive Perception 9
Languages Common, Gnome, Druidic
Attacks Melee +3 / 1d10+1, Ranged +3 / 1d10+1, Grapple +1
Possessions: 27000 cp. 1 Minor magic item.
John Alston, Male Human [Permalink]
Personal [hide]
Description: His skin is bronze and flawless. He wears dull white sweaters, loose blue pants, and alligator leather shoes. Beneath his sweater he keeps a concealed scythe, just in case. He is an epitome of beauty. His chestnut hair is braided into rings. His face possesses mild wrinkles. His smile is extraordinarily sincere though he does not smile often.
Personality: He is cool and collected. He likes to make quips and puns whenever he does anything. He also makes a point to compliment his superiors and flatter them. He would rather hide behind his crafts than deal with other people.
History: Born to a Carter, his father struggled to pay the bills. Since his father passed away years ago, his mother had doted on him, and he came to think her himself as special and better than other people in town. A notion that was reinforced by his attractiveness, a trait in which he easily excels the other men of his town. He hopes to save up enough money to one day pay a cleric to cure him.
Motivation: He is being blackmailed/forced/etc and this influences his actions.
Ideals: Disciplined, Artistic. Flaws: Shy. Bonds: Attractive, Poor. Occupation: Barkeep
Voice: Smooth and feminine
Attributes [hide]
Medium (6'2") Human, Lawful Good (CR 5)
Armor Class 8
Hit Points 18 (5d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 6 (-2) | 8 (-1) | 15 (+2) | 7 (-2) | 12 (+1) |
Senses Passive Perception 8
Languages Common, Draconic, Druidic
Attacks Melee +3 / 2d4+0, Ranged +1 / 2d4-2, Grapple +0
Possessions: 200 gp. 1 Minor magic item. 1 Minor magic item.
Solomon Holton, Male Human [Permalink]
Personal [hide]
Description: He is a paragon of his species. He is larger and stronger than most Humans. His skin is light but he possesses many tan ritualistic tattoos. He is bundled in multiple layers and is prepared for a desert trek wearing a turban that covers his face most of the time. His hair, while still mostly blonde, has prominent grey streaks. His eyes are hazel and he is always smoking a pipe.
Personality: He is very quiet and rarely speaks above a whisper. He never wears the same outfit twice, unless he absolutely has to.
History: Solomon hails from a village terrorized by dire rats. He made a point of taking high paying jobs and getting most of it up front. Lacking all sense, he decided to go on an adventure. He picked a direction and started trekking.
Motivation: To unite with his brother; and his name or reputation has been wronged in the past by dire rats, and he desires to right it
Ideals: Artistic. Flaws: Shy. Bonds: Enemies, Adventurer, Family. Occupation: Sculptor
Voice: Can't modulate volume
Attributes [hide]
Medium (6'5") Human, Neutral Good (CR 7)
Armor Class 10
Hit Points 31 (7d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 10 (+0) | 15 (+2) | 11 (+0) | 10 (+0) | 10 (+0) |
Senses Passive Perception 10
Languages Common
Attacks Melee +3 / 2d8+0, Ranged +3 / 2d8+0, Grapple +0
Possessions: 11000 sp. 1 Minor magic item.
Robert Read, Male Human [Permalink]
Personal [hide]
Description: He wears a white coat over a brown low-cut shirt, and a Stetson hat upon his head. He cuts an attractive figure and his suit of old armor is well cared for even if it is obsolete. Sporting a brown mohawk and bushy mustache this man's hair draws a lot of attention. His eyes are a pleasant hazel.
Personality: He runs his personal life as if detached from it. He organizes appointments and outings based on perceived benefits he will get from it. He is frequently practicing swordplay.
History: Born to a Sellsword, his mother struggled to pay the bills. His mother was a soldier and died while he was still young. Robert was left his mother's suit of armor and trained in its use and care. He was granted necromantic powers by his dying brother.
Motivation: Nothing but the best is good enough for him.
Flaws: Selfish. Bonds: Attractive, Military, Poor. Occupation: Dyer
Voice: Mousy voice
Attributes [hide]
Medium (5'0") Human, Lawful Good (CR 3)
Armor Class 10
Hit Points 13 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 10 (+0) | 10 (+0) | 7 (-2) | 11 (+0) | 5 (-3) |
Senses Passive Perception 10
Languages Common
Attacks Melee +4 / 1d8+2, Ranged +2 / 1d8+0, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 0 | 0 |
Possessions: 100 gp. Bloodstone (30 gp).
Anselm Tyndall, Male Human [Permalink]
Personal [hide]
Description: He wears a custom-built plate barding that's adorned with green lining and desert motifs. He has a moderate pudge and is not very fit. His long chestnut hair is drawn into a two foot long braid. This green eyed northerner is not easily forgotten.
Personality: He is erratic and paranoid. He believes orcs are coming to abduct people. He is able to make almost anything out of random pieces of junk.
History: He was always a brilliant, if unscrupulous mind. His necromantic abilities were realized during a raid on his village. Days after completing his studies, news broke out that his hometown was attacked by orcs. Anselm was horrified and prayed that his mother was alright. However, he heard that his mother had died fighting off the orcs.
Motivation: Someone believes him a fraud; and his name or reputation has been wronged in the past by orcs, and he desires to right it
Ideals: Gifted, Logical. Flaws: Insane. Bonds: Enemies. Occupation: Assassin
Voice: Sleepy voice
Attributes [hide]
Medium (5'6") Human, Chaotic Good (CR 4)
Armor Class 13
Hit Points 37 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 16 (+3) | 14 (+2) | 17 (+3) | 5 (-3) | 14 (+2) |
Senses Passive Perception 7
Languages Common, Abyssal, Celestial, Draconic
Attacks Melee +1 / 1d10-1, Ranged +5 / 1d10+3, Grapple +4
Possessions: 400 gp. Freshwater pearl (6 gp). 1 Half-Plate. 1 Half-Plate. 1 Chain shirt.
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