Randal Blankley, Male Human [Permalink]
Personal [hide]
Description: This man is bedraggled and starved. He wears a custom-built plate barding that's adorned with white lining and desert motifs. His red hair and beard is wavy and long. His eyes are a pleasant hazel.
Personality: He is a pretentious jerk insisting that modern society is full of problems and should revert to a simpler time. He invites people to come help in his community garden.
History: His father raised him in a mountain cabin. He took every job he could get his hands on, but the opportunities for Humans in the west were limited. He was betrayed by a partner and left for dead, teaching him a humbling lesson in trusting others.
Motivation: He is compelled to act according to his religious beliefs; and to clean up the streets
Ideals: Philantrophist. Flaws: Antagonistic. Bonds: Poor, Nature, Immigrant. Occupation: Shoemaker
Voice: Whispers
Attributes [hide]
Medium (5'9") Human, Neutral Good (CR 5)
Armor Class 11
Hit Points 24 (5d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 12 (+1) | 15 (+2) | 9 (-1) | 8 (-1) | 10 (+0) |
Senses Passive Perception 9
Languages Common
Attacks Melee +4 / 2d4+1, Ranged +4 / 2d4+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 |
Possessions: 20000 cp.
Chad Upton, Male Human [Permalink]
Personal [hide]
Description: A moderately attractive man, he wears a custom-built plate barding that's adorned with tan lining and desert motifs. His red hair is smooth and relatively long. He has gray eyes.
Personality: Chad wants to be seen as a stoic, levelheaded, noble Fighter, so he tries to act the part. He does a good job, for the most part... The war was a terrible time for him, and Chad 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 several months after his father was called into army service. 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 west. By chance he met his brother recently and the two have been together since.
Motivation: An old rival family wants him found; and to unite with his brother
Ideals: Disciplined. Flaws: Depressed. Bonds: Attractive, Military, Family. Occupation: Painter
Voice: Boston accent
Attributes [hide]
Medium (5'6") Human, Lawful Good (CR 8)
Armor Class 11
Hit Points 71 (8d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 12 (+1) | 16 (+3) | 18 (+4) | 13 (+1) | 8 (-1) |
Senses Passive Perception 11
Languages Common, Aquan, Elven, Gnome, Orc
Attacks Melee +4 / 2d10+1, Ranged +4 / 2d10+1, Grapple +1
Possessions: 170 pp. Jeweled electrum ring (3000 gp). Silver-plated steel longsword with jet jewel in hilt (900 gp). 1 Minor magic item. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Ernest Badger, Male Human [Permalink]
Personal [hide]
Description: His left thumb is blackened and bruised, but otherwise he appears quite healthy. He wears a simple burlap shirt and baggy pants. He conceals his falchion with his veritable burlap sack of a shirt. His hair is chestnut and curly. His gray eyes dart from person to person to random spaces in the air.
Personality: He shows great sympathy to all travelers. He's the type to buy drinks and listen to their stories. He is vehemently anti-magic. All of it is evil and corrupting in his opinion.
History: Ernest was born to in a poor docking district. He spent his early days working in the same smith shop his mother was employed at, doing general labor. When money was particularly tight he was walking through alleys when he overheard a Performer hiring some criminals to sabotage a competitor. He made his way to the other competitor and parlayed his knowledge into a job. He has been a successful dealer in antiques buying low and selling high.
Motivation: He loathes his own lifestyle; and retire the richest man in the east
Ideals: Philantrophist, Opinionated, Entrepeneur. Flaws: Depressed. Bonds: Poor. Occupation: Performer
Voice: Speaks with lower jaw sticking out
Attributes [hide]
Medium (5'7") Human, Lawful Good (CR 5)
Armor Class 11
Hit Points 34 (5d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 12 (+1) | 11 (+0) | 9 (-1) | 14 (+2) | 14 (+2) |
Senses Passive Perception 12
Languages Common
Attacks Melee +2 / 2d4-1, Ranged +4 / 2d4+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 0 | 0 | 0 | 0 | 0 |
Possessions: 400 gp.
Drogo Mori, Male Human [Permalink]
Personal [hide]
Description: He wears a tight fitting grey shirt and pants. He cuts an attractive figure and his suit of old armor is well cared for even if it is obsolete. His white hair is smooth and relatively long. His violet eyes are slightly larger than normal.
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. He is an amazing painter.
History: He was a bastard born out of an affair, and his mother always resented and mistreated him for it out of spite. Ostracized due to the arcane powers of his oldest sister, he and his siblings struck out on their own. In the process these unassuming Humans became a terror of the countryside. He was betrayed by a partner and left for dead, teaching him a humbling lesson in trusting others.
Motivation: He's repulsed by the PC; and a deep hatred of goblins
Ideals: Gifted. Flaws: Antagonistic. Bonds: Attractive, Enemies. Occupation: Stableman
Voice: High pitched, excited
Attributes [hide]
Medium (5'1") Human, Chaotic Good (CR 7)
Armor Class 12
Hit Points 30 (7d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 15 (+2) | 11 (+0) | 15 (+2) | 12 (+1) | 10 (+0) |
Senses Passive Perception 11
Languages Common, Aquan, Undercommon
Attacks Melee +5 / 2d8+2, Ranged +5 / 2d8+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 6 | 4 | 3 |
Possessions: 500 gp. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Trym Cornish, Male Human [Permalink]
Personal [hide]
Description: He is a husky man, who wears a simple burlap shirt and baggy pants. He conceals his ceremonial dagger with his veritable burlap sack of a shirt. His white hair, when down, is lengthy. His gray eyes dart around the room hyper actively observing anyone and anything.
Personality: He is calm most of the time but flees social interaction. He is a big fan of imagination and believes people should spend more time reading and writing.
History: Born to a pair of adventurers, Trym grew up listening to his father's many stories. Before the accident, he was one of the most outspoken anti-Human activists. He was mortally wounded, saved by a kind and fast-acting Human doctor. He has became unsatisfied with his lot in life, and decided to take up adventuring.
Motivation: Nothing but the best is good enough for him; and he's looking for his big break
Ideals: Logical, Impeccable. Flaws: Shy, Racist. Bonds: Adventurer. Occupation: Doctor
Voice: Slow speaker
Attributes [hide]
Medium (6'4") Human, Chaotic Good (CR 7)
Armor Class 12
Hit Points 17 (7d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 14 (+2) | 7 (-2) | 14 (+2) | 7 (-2) | 12 (+1) |
Senses Passive Perception 8
Languages Common, Dwarven, Goblin
Attacks Melee +3 / 2d8+0, Ranged +5 / 2d8+2, Grapple +2
Possessions: 10000 cp. Smoky quartz (70 gp). Chalcedony (70 gp).
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