Percival Chester, Male Human [Permalink]
Personal [hide]
Description: This man stands a little under 5'11" and is a bit bulky. He is very muscular particularly in the legs. He wears a weathered and beat up set of banded mail beneath an oversized blue coat. He wears a small hat to hide his balding. He is baby faced.
Personality: Prone to second guessing himself, he comes off as nervous. He uses divination through singing.
History: A studious child he never was much for a social life, not because he was unlikable, but because he did not seek it out. While he appears to be a normal Human, he's... not quite right. Perhaps he's slightly insane, or otherwise so mentally alien to the rest of the world that he plain doesn't fit in. He was granted druidic powers by his dying brother.
Motivation: He is not mentally stable, and does not behave rationally; and to reunite with his old friends
Ideals: Gifted. Flaws: Shy, Insane. Bonds: Poor. Occupation: Sailor
Voice: Can't modulate volume
Attributes [hide]
Medium (5'11") Human, Chaotic Good (CR 5)
Armor Class 10
Hit Points 20 (5d4)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 11 (+0) | 12 (+1) | 14 (+2) | 16 (+3) | 16 (+3) |
Senses Passive Perception 13
Languages Common, Dwarven, Halfling
Attacks Melee +3 / 2d4+0, Ranged +3 / 2d4+0, Grapple +6
Possessions: Just what you see.
Lewis Weston, Male Human [Permalink]
Personal [hide]
Description: A middle-aged man, he dresses in grey turtlenecks beneath a green coat with brown slacks, and is pretty ugly. He wears his hair in dreadlocks. He is baby faced.
Personality: He misses his glory days as an athlete. He does not mind his job, but it is boring in comparison. He takes great joy in being the best Engraver in town.
History: He was born several months after his father was called into army service. Lewis liked to wander the woods near his home when he was young, something he still likes to do at least once a week. He never liked modest clothing or shoes, so he would wander the woods barefoot and lightly dressed, and he developed a good sense of balance and learned how to climb and swim well. He was recently attacked on the road and savagely beaten by bandits.
Motivation: Wants to open a new tavern.
Ideals: Athletic. Flaws: Ugly. Bonds: Job, Military, Nature. Occupation: Engraver
Voice: Uses sign language
Attributes [hide]
Medium (6'1") Human, Lawful Good (CR 4)
Armor Class 11
Hit Points 8 (4d4)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 13 (+1) | 8 (-1) | 13 (+1) | 18 (+4) | 10 (+0) |
Senses Passive Perception 14
Languages Common, Gnoll
Attacks Melee +3 / 1d10+1, Ranged +3 / 1d10+1, Grapple +1
Possessions: 400 gp. Moss agate (9 gp).
Rolf Thackeray, Male Human [Permalink]
Personal [hide]
Description: He is dressed in an above average manner. He has a moderate pudge and is not very fit. His red hair is braided into rings. His face is covered beneath a completely black helmet.
Personality: He acts crazy and hedonistic. He would rather hide behind his crafts than deal with other people.
History: Born in the south to a Herbalist, Rolf learned a great deal about his father's area of expertise. He moved from fad to fad and when he turned 15 he discovered poetry. He has never given up on his poetry dream.
Motivation: Someone believes him a fraud; and he has passion for adventuring and risk
Ideals: Artistic. Flaws: Hedonist, Shy. Bonds: Attractive. Occupation: Herbalist
Voice: American accent
Attributes [hide]
Medium (6'3") Human, Lawful Good (CR 3)
Armor Class 11
Hit Points 23 (3d8)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 12 (+1) | 13 (+1) | 13 (+1) | 10 (+0) | 14 (+2) |
Senses Passive Perception 10
Languages Common, Gnoll
Attacks Melee +5 / 1d8+3, Ranged +3 / 1d8+1, Grapple +3
Possessions: 2300 sp. 1 Masterwork Common Melee. 1 Masterwork Common Melee. 1 Masterwork Common Ranged Weapon.
Rolf Wentworth, Male Human [Permalink]
Personal [hide]
Description: This exceptionally lanky man is wearing colorful clothing, dressed as a Tanner. He keeps his black hair in a pixie cut. His eyes are hazel.
Personality: He is erratic and paranoid. He believes goblins are coming to abduct people. He is often prim and proper but will on occasion tell either really disgusting or offensive jokes, which seem out of character.
History: He comes from a rich western family. There was a wharf not far from home where he often wandered off to fish. 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: Several ex partners dislike his way of doing things and want revenge; and expand his business
Ideals: Joker. Bonds: Enemies, Rich, Nature, Job. Occupation: Tanner
Voice: Boston accent
Attributes [hide]
Medium (5'5") Human, Neutral Good (CR 4)
Armor Class 12
Hit Points 11 (4d4)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 14 (+2) | 11 (+0) | 9 (-1) | 10 (+0) | 13 (+1) |
Senses Passive Perception 10
Languages Common
Attacks Melee +3 / 1d10+1, Ranged +4 / 1d10+2, Grapple +2
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 9 |
Possessions: 28000 cp.
Drogo Blakely, Male Human [Permalink]
Personal [hide]
Description: A 5'6" southern man, he prefers to wear flannel. His hair is brown, silky, and of moderate length. His violet eyes are slightly larger than normal.
Personality: He fancies himself a trickster and likes to rely on his wits to carry the day. He cares for his older siblings and likes to be recognized by them. More though he will beg to come along on any journeys. He will attempt to stowaway on any ship he can in the hopes that it will get him further away.
History: He served in the navy to pay for his family's outstanding loans. When he was little, his rather wealthy family often ventured across the desert 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 desert due to the painful memories there. Drogo took refuge in the old dungeon and found the beat up mace and armor he uses now. Due to his spouse's obsession with being a Assassin they were divorced and he won custody of their daughter. He worked as a Mercenary, and he later adopted a second daughter.
Motivation: Find a way to reverse the transformation of his brother; and to reunite with his absent mother
Bonds: Attractive, Family, Slave, Military, Nature. Occupation: Mercenary
Voice: Laughs frequently while speaking
Attributes [hide]
Medium (5'6") Human, Neutral Good (CR 5)
Armor Class 13
Hit Points 26 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 9 (-1) | 16 (+3) | 9 (-1) | 10 (+0) | 10 (+0) | 15 (+2) |
Senses Passive Perception 10
Languages Common
Attacks Melee +2 / 2d4-1, Ranged +6 / 2d4+3, Grapple +3
Possessions: 200 gp. 1 Full Plate. 1 Chain shirt. 1 Half-Plate.
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