Theobald Hayley, Male Human [Permalink]
Personal [hide]
Description: Relatively heavier built than your average man, he is not imposing. He wears tight fitting clothing which further accentuates his frame. He wears his white hair down. He has a very pronounced jaw and large eyebrows. He wears rectangular glasses with silver brims.
Personality: He is extraordinarily passive and rarely speaks, let alone speaks his mind. His philosophy is that everyone needs a friend and as such shows hospitality towards all.
History: Born to a pair of adventurers, Theobald grew up listening to his father's many stories. Theobald 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. Since then, he has sought to make the best of life.
Motivation: He'd like to take his coworkers down a peg; and a need for knowledge about a nearby landmark
Ideals: Optimist. Flaws: Shy. Bonds: Attractive, Adventurer, Nature, Job. Occupation: Beggar
Voice: Loud with bravado
Attributes [hide]
Medium (5'7") Human, Chaotic Good (CR 3)
Armor Class 11
Hit Points 31 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 12 (+1) | 14 (+2) | 10 (+0) | 10 (+0) | 12 (+1) |
Senses Passive Perception 10
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +3 / 1d8+1, Grapple +2
Possessions: 2200 sp.
Theodoric Mitchell, Male Human [Permalink]
Personal [hide]
Description: He usually wears his black robe and has his sickle always slung over his shoulder. His attire stands in sharp contrast to his sickle, which is beautifully polished and possesses an ornate carving of a dagger on it. He has no hair. He has violet eyes and a black hat with a yellow feather.
Personality: He is a hateful person. He taunts others and blames them for his problems. He refers to his adoptive father for almost all things he is unsure about, which are numerous. He is very much still a child and has not developed a drive for self-dependency.
History: A powerful necromancer made him what he is. He sought a place where he would be rewarded solely on the merits of his skills. This search led him directly into Bounty Hunter work with an outfit from a few towns over. Bounty Hunter work suited him well, and with each successful project, he earned more gold and more respect from his peers. After a long history of fighting, Theodoric and his spouse have recently divorced.
Motivation: He is unsatisfied with his job; and an old rival family wants him found
Flaws: Ugly, Antagonistic. Bonds: Family, Mentor, Job. Occupation: Bounty Hunter
Voice: Switch between two voices
Attributes [hide]
Medium (5'3") Human, Chaotic Good (CR 3)
Armor Class 13
Hit Points 8 (3d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
5 (-3) | 17 (+3) | 11 (+0) | 15 (+2) | 14 (+2) | 10 (+0) |
Senses Passive Perception 12
Languages Common, Abyssal, Terran
Attacks Melee -1 / 1d8-3, Ranged +5 / 1d8+3, Grapple +4
Possessions: 1600 sp. 1 Simple lock. 1 Superior lock.
Gunter Kenley, Male Human [Permalink]
Personal [hide]
Description: He wears a white vest and prefers red and white shirts. His boots appear to have been at one point steel toed but are quite worn down. His long red hair reaches down to his waist. He wears large thick round spectacles.
Personality: Eccentric and domineering, Gunter will drive conversation. Only to laugh say gotcha and shoot double pistol fingers at the fooled target.
History: He was born to a pair of big game hunters, but was frequently ill as a child. He was part of a huge silver rush, which was taken over by a mining company. The company confiscated a lot of silver, but the shipment was lost. During his travels, Gunter and his party rested in a cavern that was (unknown to them) infused with powerful dark magic. Upon awakening, Gunter discovered the rest of his party dead, transformed into horrible, mindless undead versions of their former selves. Gunter fled the cavern, stopping for breath at a small pool, and only then realizing his own horrible transformation.
Motivation: He wants to meet his childhood hero.
Ideals: Extrovert, Joker. Flaws: Ugly, Disease. Bonds: Adventurer. Occupation: Laborer
Voice: Gruff and masculine
Attributes [hide]
Medium (5'11") Human, Chaotic Good (CR 3)
Armor Class 11
Hit Points 26 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 12 (+1) | 12 (+1) | 11 (+0) | 12 (+1) | 5 (-3) |
Senses Passive Perception 11
Languages Common
Attacks Melee +6 / 1d8+4, Ranged +3 / 1d8+1, Grapple +4
Possessions: 300 gp.
Alex Conway, Male Human [Permalink]
Personal [hide]
Description: The dark-skinned man stands 5'5" and prefers to wear flannel. His tied-back hair is silver. His eyes are a pleasant violet.
Personality: Stoic and calm, he prefers to meditate than take action. He would rather hide behind his crafts than deal with other people.
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 has had some formal writing training, and achieved minor success. He remains aloof and afraid to be himself due to all the ideals others have placed upon him.
Motivation: He has a rivalry with the Church that dominates his actions; and to get a good night's sleep
Ideals: Disciplined, Artistic. Flaws: Shy, Disease, Insomniac. Occupation: Miner
Voice: Italian accent
Attributes [hide]
Medium (5'5") Human, Lawful Good (CR 3)
Armor Class 9
Hit Points 13 (3d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 9 (-1) | 9 (-1) | 17 (+3) | 10 (+0) | 17 (+3) |
Senses Passive Perception 10
Languages Common, Goblin, Dwarven, Ignan
Attacks Melee +4 / 1d8+2, Ranged +1 / 1d8-1, Grapple +2
Possessions: 100 gp. 1 Masterwork studded leather. 1 Half-Plate. 1 Half-Plate.
Charles Graham, Male Human [Permalink]
Personal [hide]
Description: He tends to wear a black poncho over his likewise colored trousers and shirt. His hair is short and chestnut. His ears are large.
Personality: He snorts whenever he laughs or is feeling confident. His actions favor neither the good nor the evil, as he answers to a power that mortal men fail to acknowledge.
History: Born in the west to a Masseuse, Charles learned a great deal about his mother's area of expertise. His homeland was ravaged by war and he spent much of his life rebuilding it. He struck the Masseuse job and began his own company from there.
Motivation: Nothing but the best is good enough for him; and wants to open a new tavern
Ideals: Impeccable. Flaws: Ugly, PTSD. Bonds: Religious, Job. Occupation: Masseuse
Voice: Soothing and warm
Attributes [hide]
Medium (5'0") Human, Chaotic Good (CR 3)
Armor Class 10
Hit Points 11 (3d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 11 (+0) | 8 (-1) | 15 (+2) | 11 (+0) | 11 (+0) |
Senses Passive Perception 12
Languages Common, Druidic, Abyssal
Attacks Melee +5 / 1d8+3, Ranged +2 / 1d8+0, Grapple +3
Possessions: 17000 cp.
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Their contribution stands as a beacon of hope for all adventurers!
