Gerald Dumph, Male Human [Permalink]
Personal [hide]
Description: He is a paragon of his species. He is larger and stronger than most Humans. His skin is dark but he possesses many blue ritualistic tattoos. He is dressed in a clean red cloak covering his clean studded leather. His chestnut hair is lengthy and is close to two feet long. His hazel eyes dart around the room hyper actively observing anyone and anything.
Personality: He will rave to anyone who will listen. Energy wise he seems alert and responsive.
History: Gerald was born in the west. At a young age he loved to build and create. 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 psionic powers by his dying brother.
Motivation: He has passion for adventuring and risk; and he wants to meet his childhood hero
Ideals: Professionalism, Persistence, Gifted. Flaws: Insane. Bonds: Adventurer. Occupation: Bookbinder
Voice: Pirate accent
Attributes [hide]
Medium (5'9") Human, Chaotic Good (CR 4)
Armor Class 11
Hit Points 27 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 12 (+1) | 14 (+2) | 12 (+1) | 15 (+2) | 13 (+1) |
Senses Passive Perception 12
Languages Common, Celestial
Attacks Melee +4 / 1d10+2, Ranged +3 / 1d10+1, Grapple +2
Possessions: 29000 sp.
Patrick Barton, Male Human [Permalink]
Personal [hide]
Description: He wears a faded coat and loose pants complete with broad hat. He carries with him a set of shields on his belt, each one with a emerald on the hilt. He wears his golden hair up. He wears round tiny glasses practically rammed into his face.
Personality: He is intelligent and cunning, but he will too often allow his rage to get the better of him. He will lose his cool and rely on brute force to carry the day. He can see the true alignment of people by looking at them, and uses this to pass judgement.
History: Born in the east to a Navigator, Patrick learned a great deal about his father's area of expertise. There was a wharf not far from home where he often wandered off to fish. He has worked as a Navigator like his father before him.
Motivation: Further expansion of business.
Ideals: Fighting, Gifted. Flaws: Antagonistic. Bonds: Job, Nature. Occupation: Navigator
Voice: Italian accent
Attributes [hide]
Medium (5'9") Human, Neutral Good (CR 5)
Armor Class 11
Hit Points 30 (5d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 12 (+1) | 17 (+3) | 11 (+0) | 10 (+0) | 12 (+1) |
Senses Passive Perception 10
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 | 11 | 3 |
Possessions: 10000 cp. Jasper (60 gp). White pearl (60 gp). Freshwater pearl (16 gp).
Diggory Denholm, Male Human [Permalink]
Personal [hide]
Description: Wearing a closed helm and plate, one would not know what he was had he not made sure his armor was more form fitting than normal. Outside of the suit he likes to wear white tank tops with blue pants. He has shaved his head bald. His face is covered beneath a completely black helmet.
Personality: He is intelligent and cunning, but he will too often allow his rage to get the better of him. He will lose his cool and rely on brute force to carry the day. He is however nostalgic and wants to reunite with his old comrades. He has some compunction and patriotism and will work for the government before all other clients.
History: He was a bastard born out of an affair, and his mother always resented and mistreated him for it out of spite. He took after his mother in leading caravans. Because they were valued, his mother taught him to defend himself. When his mother died while fighting goblins, the young Diggory began to lead the lost caravan. When he grew older, he became a bit more civilized, usually hanging around bars and taverns. He began work as a mercenary for hire. He would embark on any mission as long as the price was right.
Motivation: Retire the richest man in the north; and someone believes him a fraud
Ideals: Entrepeneur. Flaws: Antagonistic. Bonds: Adventurer, Enemies. Occupation: Stylist
Voice: Pronounces 'its' and 'is' like 'eats' and 'ease'
Attributes [hide]
Medium (6'4") Human, Chaotic Good (CR 3)
Armor Class 11
Hit Points 28 (3d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 13 (+1) | 14 (+2) | 11 (+0) | 11 (+0) | 15 (+2) |
Senses Passive Perception 10
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +3 / 1d8+1, Grapple +1
Possessions: 300 gp. Silver-plated steel longsword with jet jewel in hilt (400 gp). Large well-done wool tapestry (200 gp).
Roger Norton, Male Human [Permalink]
Personal [hide]
Description: This man stands a little under 6'5" and is a bit bulky. He is very muscular particularly in the legs. He wears a fine chain shirt which he covers with red colored cloaks and clothing. With a patchy chestnut beard and wild chestnut hair. His blue eyes dart around the room hyper actively observing anyone and anything.
Personality: He is mildly Human supremacist, though he does not identify as such. He is terrible with names forgetting people's names several times before they finally stick; this causes him no end of embarrassment.
History: Born in the north his family was never financially stable. When money was particularly tight he was walking through alleys when he overheard a Banker hiring some criminals to sabotage a competitor. He made his way to the other competitor and parlayed his knowledge into a job. He is searching for what he claims is his rightful reward.
Motivation: His religion dominates his actions; and he wants to meet his childhood hero
Flaws: Racist, Forgetful. Bonds: Poor, Adventurer, Religious. Occupation: Banker
Voice: Loud with bravado
Attributes [hide]
Medium (6'5") Human, Neutral Good (CR 3)
Armor Class 12
Hit Points 18 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 15 (+2) | 13 (+1) | 13 (+1) | 11 (+0) | 12 (+1) |
Senses Passive Perception 10
Languages Common, Giant
Attacks Melee +3 / 1d8+1, Ranged +4 / 1d8+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 0 | 0 |
Possessions: 200 gp. Red spinel (50 gp). Smoky quartz (70 gp).
Peter Blakely, Male Human [Permalink]
Personal [hide]
Description: His left thumb is blackened and bruised, but otherwise he appears quite healthy. He wears skinny pants and wears a black and blue robe with the hood down. His hair is long and white with streaks of brown, and is pulled back with small black clips. His beard is brown, braided, and well cared for. He has a dull look in his violet eyes.
Personality: Prone to second guessing himself, he comes off as nervous. Peter enjoys physical pleasures, and is well known for his love of warm baths in the hot springs near the town.
History: Born in the west to a Beggar, Peter learned a great deal about his mother's area of expertise. 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 east. He's also a talented Detective, but doesn't like to broadcast it.
Motivation: He is unsatisfied with his job; and he is greedy
Flaws: Shy, Hedonist. Bonds: Job, Family, Rich. Occupation: Beggar
Voice: Irish accent
Attributes [hide]
Medium (6'3") Human, Neutral Good (CR 5)
Armor Class 13
Hit Points 37 (5d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 16 (+3) | 17 (+3) | 9 (-1) | 11 (+0) | 7 (-2) |
Senses Passive Perception 10
Languages Common
Attacks Melee +4 / 2d4+1, Ranged +6 / 2d4+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 3 | 2 |
Possessions: 700 gp.
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