Arnold Dumph, Male Human [Permalink]
Personal [hide]
Description: This man wears an entirely grey suit with brown socks and a vest with buckled shoes, and sports empty pouches on his belt. His blonde hair is braided into rings. His eyes are likewise green. His teeth are white and perfect.
Personality: He never swears and excessively uses polite adverbs when speaking. He loves his children and doesn't want them to worry about him. He loves to share his dancing with anyone who is interested.
History: The child of a Layabout, who enjoyed hunting, Arnold was taken on many hunting expeditions. He was a friend to animals and a trickster. In his defense of animals however he would do severe harm to people. He bought a hammer and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: Doesn't want to be a Sellsword and was forced into it by his family.
Ideals: Optimist, Artistic. Bonds: Attractive, Family, Nature. Occupation: Sellsword
Voice: Uses lots of figures of speech
Attributes [hide]
Medium (5'4") Human, Chaotic Good (CR 4)
Armor Class 13
Hit Points 23 (4d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 16 (+3) | 11 (+0) | 12 (+1) | 10 (+0) | 11 (+0) |
Senses Passive Perception 12
Languages Common, Abyssal
Attacks Melee +4 / 1d10+2, Ranged +5 / 1d10+3, Grapple +3
Possessions: 600 gp. 1 Minor magic item.
Roger Everly, Male Human [Permalink]
Personal [hide]
Description: Relatively heavier built than your average man, he is not imposing. He is typically in his Spy uniform. His tied-back hair is red. His gray eyes dart from person to person to random spaces in the air.
Personality: He tends to agree with only himself unless someone else's opinion sounds like he can profit from it. He tries to control his temper but he can't always stop himself from what he feels what must be done. Animals are drawn to him, and he is able to talk to them.
History: Born in the west to a Spy, Roger learned a great deal about his mother's area of expertise. His parents were killed by orcs in a raid when he was still a young child. The orcs captured him, and made him a slave and general play-thing. He was beaten and tortured regularly, leading to his deformed appearance. He inherited the family business which he has now maintained for 7 years.
Motivation: Many orcs want him driven away; and wants to open a new tavern
Ideals: Gifted. Flaws: Antagonistic, Ugly. Bonds: Job, Enemies. Occupation: Spy
Voice: Can't modulate volume
Attributes [hide]
Medium (5'1") Human, Chaotic Good (CR 4)
Armor Class 11
Hit Points 41 (4d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 12 (+1) | 15 (+2) | 14 (+2) | 10 (+0) | 14 (+2) |
Senses Passive Perception 10
Languages Common, Draconic, Auran
Attacks Melee +2 / 1d10+0, Ranged +3 / 1d10+1, Grapple +2
Possessions: 500 gp. Smoky quartz (60 gp). Moss agate (10 gp). 1 Silver holy symbol. 1 Simple lock. 1 Average lock. 1 Average lock.
Charles Brandon, Male Human [Permalink]
Personal [hide]
Description: This petite short man is perpetually holding a beer of some kind. He wears a robe, a symbol of the sun god around his neck, and a hand crossbow on his belt, marred by beers. He keeps his chestnut hair in a flapper bob. He wears crescent spectacles with a black brim.
Personality: He speaks before he thinks and is too direct. 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: Born in a small village he learned the ways of the warrior from his father. Through the years after Charles was born, his father became increasingly distant from his family, instead choosing to pursue power in the north. Charles's father didn't care for him much, and the feeling was mutual. Recently a tribe of giants attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Charles fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: He's repulsed by the PC; and he is compelled to act according to his religious beliefs
Ideals: Fighting. Flaws: Ugly, Impulsive, Antagonistic. Bonds: Religious. Occupation: Laborer
Voice: Aggressive tone
Attributes [hide]
Medium (5'11") Human, Neutral Good (CR 3)
Armor Class 13
Hit Points 15 (3d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 16 (+3) | 15 (+2) | 14 (+2) | 8 (-1) | 5 (-3) |
Senses Passive Perception 9
Languages Common, Gnome, Elven
Attacks Melee +3 / 1d8+1, Ranged +5 / 1d8+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 4 | 2 | 1 | 0 | 0 |
Possessions: 7000 cp. Black pearl (300 gp). Blue quartz (12 gp). Malachite (12 gp). 4 Antitoxin.
Gomory Pinkerton, Male Human [Permalink]
Personal [hide]
Description: He is an attractive man, lean and moderately muscular. He wears an amalgamation of clothes and depending on the season will wear more layers of the continuing hodge podge. His white hair is drawn into a tight pony tail with a dagger scrunchie. He has hazel eyes and a black hat with a tan feather.
Personality: He believes there is no problem he cannot solve with sufficient elbow grease and persistence, if it is the best or most economic solution matters not. Flattery will make him almost putty in your hands.
History: A powerful wizard made him what he is. His childhood dream was to be a Cook, but he was a colossal failure. He then took over the family business and is one of the better Fletcher for hire.
Motivation: Obtaining odd cultural Human artifacts is his passion; and he is unsatisfied with his job
Ideals: Persistence. Flaws: Selfish. Bonds: Attractive, Mentor, Job, Adventurer. Occupation: Fletcher
Voice: Italian accent
Attributes [hide]
Medium (6'2") Human, Lawful Good (CR 3)
Armor Class 11
Hit Points 14 (3d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 13 (+1) | 12 (+1) | 12 (+1) | 15 (+2) | 11 (+0) |
Senses Passive Perception 12
Languages Common, Goblin
Attacks Melee +4 / 1d8+2, Ranged +3 / 1d8+1, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 3 | 1 | 0 |
Possessions: 1500 sp. 3 Antitoxin.
Nicholas Dumph, Male Human [Permalink]
Personal [hide]
Description: 5'2" and muscular, this northern man wears just a pastel suit. He has a long golden beard with little hanging trinkets. His face is covered beneath a completely black helmet.
Personality: He loves justice and goodness and right action. Anyone who does not fulfill this criteria perfectly will no doubt get a lecture from him. He is the most sanctimonious self-righteous Human in existence. He also has developed a complete distrust of the Stylist profession.
History: He served in the navy to pay for his family's outstanding loans. His childhood dream was to be a Stylist, but he was a colossal failure. He has gone from town to town till he finds a spot where he can set up a sustainable business.
Motivation: He'd like to take his coworkers down a peg; and wants to open a new tavern
Ideals: Athletic, Justice. Bonds: Job, Military. Occupation: Shoemaker
Voice: Speaks with lips pursed
Attributes [hide]
Medium (5'2") Human, Lawful Good (CR 3)
Armor Class 9
Hit Points 24 (3d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 9 (-1) | 11 (+0) | 11 (+0) | 13 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common
Attacks Melee +2 / 1d8+0, Ranged +1 / 1d8-1, Grapple +0
Possessions: 900 sp. 1 Half-Plate.
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