Kody Hartford, Male Human [Permalink]
Personal [hide]
Description: He tends to wear a heavy leather apron. Coupled with his rolled up shirt sleeves this gives him a very relaxed look. He carries with him a set of pickaxes, each one with a amber on the hilt. He only wears one on his belt and the other on his back. He has a long white beard with little hanging trinkets. His blue eyes dart around the room hyper actively observing anyone and anything.
Personality: He trusts no one. He is not readily capable for forgiveness and his ire never leaves him. Only to laugh say gotcha and shoot double pistol fingers at the fooled target.
History: Born to a Merchant, his mother struggled to pay the bills. His childhood dream was to be a Merchant, but he was a colossal failure. He has achieved small success as a Barkeep.
Motivation: Further expansion of business; and he's looking for his big break
Ideals: Fighting, Joker. Flaws: Antagonistic. Bonds: Poor, Job, Adventurer. Occupation: Barkeep
Voice: Strong lisp
Attributes [hide]
Medium (6'2") Human, Lawful Good (CR 10)
Armor Class 10
Hit Points 60 (10d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 11 (+0) | 16 (+3) | 16 (+3) | 8 (-1) | 17 (+3) |
Senses Passive Perception 9
Languages Common, Ignan, Infernal, Dwarven
Attacks Melee +5 / 3d6+1, Ranged +4 / 3d6+0, Grapple +1
Possessions: 9000 sp. Deep blue spinel (1400 gp).
Tim Deighton, Male Human [Permalink]
Personal [hide]
Description: This western man's face is deformed and paralyzed on one side. As such, he slurs his words together. He wears a shirt that is too small, which lets his gut show, with a ratty brown coat over it. His red hair and beard is wavy and long. He has gleaming, smiling green eyes.
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 is obsessed with a lost civilization.
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. He made a point of taking high paying jobs and getting most of it up front. He hopes to save up enough money to one day pay a cleric to cure him.
Motivation: To reunite with his old friends.
Ideals: Disciplined. Flaws: Ugly, Disease, Insomniac. Bonds: Adventurer. Occupation: Sailor
Voice: Speaks like tongue is numb
Attributes [hide]
Medium (5'11") Human, Chaotic Good (CR 3)
Armor Class 11
Hit Points 14 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 13 (+1) | 5 (-3) | 12 (+1) | 15 (+2) | 8 (-1) |
Senses Passive Perception 12
Languages Common, Draconic
Attacks Melee +1 / 1d8-1, Ranged +3 / 1d8+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 4 | 2 | 1 | 0 | 0 | 0 |
Possessions: 100 gp. Solid gold idol (300 gp). Brass mug with jade inlays (600 gp). A delicate brass dragon egg (20 gp).
Randal Nash, Male Human [Permalink]
Personal [hide]
Description: He prefers to wear the grand gowns of high society. He carries his fan with him everywhere and carries himself as the perfect gentleman, and carries morningstars. His golden hair is lengthy and is close to two feet long. His hazel eyes are passionate and lively.
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. His home and work are filled with various knick knacks he has acquired through the years. He cares a great deal for his adopted teenage daughter.
History: His divine talent manifested at a young age. Aiming to upstage a rival house, his parents had him trained. Being born in the west, 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 west 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 north. He knows his nephew is from a royal line that had remained secret for centuries, but promised not to tell anyone. So far, no-one knows but him.
Motivation: Wants to raise his children well.
Ideals: Fighting, Gifted. Flaws: Shy. Bonds: Rich, Family. Occupation: Junk Dealer
Voice: Excited and jittery
Attributes [hide]
Medium (5'4") Human, Neutral Good (CR 6)
Armor Class 9
Hit Points 39 (6d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 8 (-1) | 13 (+1) | 14 (+2) | 11 (+0) | 15 (+2) |
Senses Passive Perception 10
Languages Common, Goblin, Gnoll
Attacks Melee +4 / 2d6+1, Ranged +2 / 2d6-1, Grapple +5
Possessions: 300 gp. 1 Minor magic item.
Drogo Wedgwood, Male Human [Permalink]
Personal [hide]
Description: A hulking man with gigantic muscles, he is well dressed, constantly wearing a green suit, grey shirt, and pastel tie. His red hair is still thick. He is missing an eye and his face is severely sunburned. His one remaining eye shines violet.
Personality: A rambunctious noisy drunk he knows how to make people feel guilty. He spends most of his days drinking in the Inn, the rowdiest and most dangerous establishment in town. There he gambles, wrestles and listens to stories told by travelers.
History: Drogo hails from a village terrorized by drow. Through the years after Drogo was born, his father became increasingly distant from his family, instead choosing to pursue power in the east. Drogo's father didn't care for him much, and the feeling was mutual. He became a plane-shifter, and is stopping over on this plane for a brief visit.
Motivation: A need for knowledge about a nearby landmark; and several ex partners dislike his way of doing things and want revenge
Flaws: Ugly, Depressed, Antagonistic. Bonds: Adventurer, Enemies. Occupation: Barrister
Voice: Slurs words
Attributes [hide]
Medium (5'11") Human, Chaotic Good (CR 5)
Armor Class 13
Hit Points 27 (5d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 17 (+3) | 8 (-1) | 10 (+0) | 15 (+2) | 16 (+3) |
Senses Passive Perception 12
Languages Common
Attacks Melee +3 / 2d4+0, Ranged +6 / 2d4+3, Grapple +5
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 0 | 0 | 0 | 0 | 0 |
Possessions: 700 gp. Bloodstone (70 gp). Black pearl (300 gp).
Percival Carlisle, Male Human [Permalink]
Personal [hide]
Description: He wears silk and lounges about seductively. His attire stands in sharp contrast to his quarterstaff, which is beautifully polished and possesses an ornate carving of a butterfly on it. His hair is greying and his face has many wrinkles. He is very pretty but has cold, dead eyes.
Personality: He is a melancholic, but persistent worker. He resents family life and as such spurns the advances of admirers. He has all his life been fascinated with painting.
History: He was born on a small isolated farm. There was a wharf not far from home where he often wandered off to fish. He bought a quarterstaff and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: He feels kind of lost in life.
Ideals: Artistic, Fighting. Flaws: Depressed. Bonds: Attractive, Nature. Occupation: Bowyer
Voice: Tuts and clicks tongue
Attributes [hide]
Medium (5'11") Human, Chaotic Good (CR 3)
Armor Class 10
Hit Points 18 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 11 (+0) | 12 (+1) | 12 (+1) | 7 (-2) | 16 (+3) |
Senses Passive Perception 8
Languages Common, Gnoll
Attacks Melee +5 / 1d8+3, Ranged +2 / 1d8+0, Grapple +3
Possessions: 400 gp. 3 Alchemist’s fire. 4 Antitoxin. 1 Smokesticks.
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