Roland Huckabee, Male Human [Permalink]
Personal [hide]
Description: A hulking man with gigantic muscles, he wears a robe, a symbol of the four houses of cards around his neck, and a morningstar on his belt. His hair is auburn and very short. He is baby faced.
Personality: Roland speaks confidently about a variety of topics with grace. He is clearly well-traveled and educated. He also has developed a complete distrust of the Stableman profession.
History: He was always a brilliant, if unscrupulous mind. When he came of age, he joined a caravan that would eventually take him to the capital. He would practice along the way and, when he arrived, be apprenticed to a Assassin. He has set out to sabotage the competition.
Motivation: To be a Stableman again.
Ideals: Fighting, Impeccable, Logical. Flaws: Insane. Bonds: Job. Occupation: Assassin
Voice: Creaky witch voice
Attributes [hide]
Medium (5'9") Human, Chaotic Good (CR 4)
Armor Class 13
Hit Points 26 (4d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 17 (+3) | 14 (+2) | 12 (+1) | 15 (+2) | 15 (+2) |
Senses Passive Perception 12
Languages Common, Druidic
Attacks Melee +4 / 1d10+2, Ranged +5 / 1d10+3, Grapple +4
Possessions: 1 Masterwork Common Ranged Weapon. 1 Masterwork Common Melee. 1 Masterwork Common Melee.
Roger Marleigh, Male Human [Permalink]
Personal [hide]
Description: This man is moderately tanned and has just the faintest trace of an accent. He has a large brown mantle and cape that has been intricately interwoven into his green robe. His chestnut hair is greasy and uncared for. His eyes are likewise amber. His teeth are yellowed and unaligned.
Personality: This man loves singing and to teach people singing more than just about anything. Roger enjoys physical pleasures, and is well known for his love of warm baths in the hot springs near the town.
History: Born in a small village he learned the ways of the warrior from his father. He took every job he could get his hands on, but the opportunities for Humans in the north were limited. He left for the north, certain he would find work there.
Motivation: To fight the greatest warriors and to fight in the greatest battles ever; and he feels threatened by others
Ideals: Artistic, Fighting. Flaws: Ugly, Hedonist. Bonds: Immigrant. Occupation: Sculptor
Voice: Creaky witch voice
Attributes [hide]
Medium (6'5") Human, Neutral Good (CR 7)
Armor Class 12
Hit Points 24 (7d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 14 (+2) | 13 (+1) | 14 (+2) | 12 (+1) | 9 (-1) |
Senses Passive Perception 11
Languages Common, Undercommon, Druidic
Attacks Melee +5 / 2d8+2, Ranged +5 / 2d8+2, Grapple +2
Possessions: 11000 sp. 1 Minor magic item.
Chad Heiser, Male Human [Permalink]
Personal [hide]
Description: This man is tall and muscular. He is dressed in an above average manner. His silver hair is knotted and matted. He has gleaming, smiling green eyes.
Personality: He is irritable and easily angered. He is a bit of a bully and is not afraid to use his stature and powers to intimidate and hurt. He does not regard money as being a problem because it has never been a problem for him. He lives in a bit of an ivory tower believing all problems are one quick intervention away from being solved.
History: He was born the only child of a wealthy merchant. Through the years after Chad was born, his father became increasingly distant from his family, instead choosing to pursue power in the north. Chad's father didn't care for him much, and the feeling was mutual. He now has a substantial network of resources ranging from contacts to ships to peers.
Motivation: Wants to work out more often.
Ideals: Athletic, Entrepeneur. Flaws: Antagonistic. Bonds: Attractive, Rich. Occupation: Detective
Voice: Smoker's lung
Attributes [hide]
Medium (5'6") Human, Chaotic Good (CR 6)
Armor Class 10
Hit Points 35 (6d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 11 (+0) | 13 (+1) | 17 (+3) | 8 (-1) | 16 (+3) |
Senses Passive Perception 9
Languages Common, Abyssal, Gnome, Dwarven
Attacks Melee +4 / 2d6+1, Ranged +3 / 2d6+0, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 |
Possessions: 30000 cp. Citrine (50 gp). 1 Masterwork manacles. 1 Silver holy symbol. 1 Disguise kit.
Ernest Beitz, Male Human [Permalink]
Personal [hide]
Description: His left thumb is blackened and bruised, but otherwise he appears quite healthy. He wears silk and lounges about seductively. He has styled his brown hair well, parting it to the left. He is baby faced.
Personality: He is a hateful person. He taunts others and blames them for his problems. He would rather hide behind his crafts than deal with other people.
History: Trained by his father for as long as he can remember he had it drilled in his head that it was his duty to serve his country. He has had some formal singing training, and achieved minor success. He was betrayed by a partner and left for dead, teaching him a humbling lesson in trusting others.
Motivation: He wants nothing more than to rejoin the army; and he's repulsed by the pc
Ideals: Artistic. Flaws: Antagonistic, Shy. Bonds: Attractive, Military. Occupation: Fletcher
Voice: Dutch accent
Attributes [hide]
Medium (6'4") Human, Chaotic Good (CR 3)
Armor Class 13
Hit Points 16 (3d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
5 (-3) | 17 (+3) | 12 (+1) | 10 (+0) | 12 (+1) | 13 (+1) |
Senses Passive Perception 13
Languages Common
Attacks Melee -1 / 1d8-3, Ranged +5 / 1d8+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 3 | 2 | 0 |
Possessions: 100 gp.
Everard Asheton, Male Human [Permalink]
Personal [hide]
Description: His skin has the orange glow of too much sun. He wears tattered old clothes. He has no hair. His eyes are green and beady.
Personality: He is a very philanthropic person; he spends his free time working at various soup kitchens. His actions favor neither the good nor the evil, as he answers to a power that mortal men fail to acknowledge.
History: He was born at the edge of vast island. When money was particularly tight he was walking through alleys when he overheard a Guard hiring some criminals to sabotage a competitor. He made his way to the other competitor and parlayed his knowledge into a job. He bought a club and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: He has a rivalry with the Church that dominates his actions; and he is compelled to act according to his religious beliefs
Ideals: Philantrophist. Flaws: Ugly. Bonds: Religious, Nature, Poor. Occupation: Guard
Voice: Speaks with a cold
Attributes [hide]
Medium (5'6") Human, Lawful Good (CR 4)
Armor Class 11
Hit Points 21 (4d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 12 (+1) | 13 (+1) | 15 (+2) | 14 (+2) | 11 (+0) |
Senses Passive Perception 12
Languages Common, Gnome, Dwarven
Attacks Melee +5 / 1d10+3, Ranged +3 / 1d10+1, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 5 | 3 | 2 | 0 | 0 |
Possessions: 500 gp. Malachite (8 gp). Azurite (8 gp). 3 Holy water.
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Their contribution stands as a beacon of hope for all adventurers!