Everard Axton, Male Human [Permalink]
Personal [hide]
Description: He is an average looking northern male in his early mid-life. He wears a robe, a symbol of luck around his neck, and a longbow on his belt. He has a small bristly mustache and wavy golden hair. His eyes are a pleasant amber.
Personality: He does not believe in betrayal or weakness as things to be tolerated. He can see the true alignment of people by looking at them, and uses this to pass judgement.
History: He was born in the north, but his parents moved at a very young age to the south. Being born in the north, 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 north 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 south. He has made many enemies by not giving into corruption and outing many instances of it.
Motivation: Wants to raise his children well; and doesn't want to be a ploughman and was forced into it by his family
Ideals: Fighting, Justice, Gifted. Bonds: Immigrant, Family. Occupation: Ploughman
Voice: Old thin voice
Attributes [hide]
Medium (6'4") Human, Lawful Good (CR 4)
Armor Class 13
Hit Points 30 (4d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 17 (+3) | 14 (+2) | 12 (+1) | 10 (+0) | 14 (+2) |
Senses Passive Perception 10
Languages Common, Infernal
Attacks Melee +3 / 1d10+1, Ranged +5 / 1d10+3, Grapple +3
Possessions: 100 gp. 1 Spyglass. 1 Masterwork Musical instrument. 1 Masterwork manacles. 1 Masterwork Thieves’ tools.
Alexandre Marley, Male Human [Permalink]
Personal [hide]
Description: He is in excellent shape and wears skinny pants and wears a red and tan robe with the hood down. He sports a long chestnut beard, and similarly colored long hair. He has a dull look in his brown eyes.
Personality: Aggressive, abrasive, and angry, Alexandre embodies much of what other species detest in the Humans. He enjoys reading and quiet.
History: Born the oldest of a large religious eastern family, he was no stranger to responsibility. There was a wharf not far from home where he often wandered off to fish. He was betrayed by a partner and left for dead, teaching him a humbling lesson in trusting others.
Motivation: He has a rivalry with the Church that dominates his actions; and he is compelled to act according to his religious beliefs
Ideals: Athletic, Logical. Flaws: Antagonistic. Bonds: Religious, Nature. Occupation: Assassin
Voice: Smooth and feminine
Attributes [hide]
Medium (6'3") Human, Chaotic Good (CR 4)
Armor Class 14
Hit Points 41 (4d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 19 (+4) | 18 (+4) | 17 (+3) | 17 (+3) | 15 (+2) |
Senses Passive Perception 13
Languages Common, Gnome, Auran, Aquan
Attacks Melee +1 / 1d10-1, Ranged +6 / 1d10+4, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 5 | 3 | 2 | 0 | 0 | 0 | 0 | 0 |
Possessions: 100 gp. Chrysoberyl (100 gp). Freshwater pearl (9 gp).
Charles Marleigh, Male Human [Permalink]
Personal [hide]
Description: A man with thick toned arms and a paunchy gut. He wears baggy yellow pantaloons and a black scarf. He has styled his brown hair well, parting it to the left. His eyes are violet.
Personality: He's a bit of a prankster. He knows he is clumsy and seen as such and will often feign amnesia after injury. He enjoys reading and quiet.
History: He was born blind and as such lacked many opportunities for work. He found a children's book about a Human Bard who fought for good and justice and never realised it was just a child's story. He modeled his life after the story, seeing himself destined a hero. During his travels, Charles and his party rested in a cavern that was (unknown to them) infused with powerful dark magic. Upon awakening, Charles discovered the rest of his party dead, transformed into horrible, mindless undead versions of their former selves. Charles fled the cavern, stopping for breath at a small pool, and only then realizing his own horrible transformation.
Motivation: Obtaining odd cultural Human artifacts is his passion; and he's looking for his big break
Ideals: Athletic, Joker, Logical. Flaws: Disease. Bonds: Adventurer. Occupation: Miner
Voice: Can't modulate volume
Attributes [hide]
Medium (6'3") Human, Lawful Good (CR 3)
Armor Class 9
Hit Points 17 (3d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 9 (-1) | 11 (+0) | 15 (+2) | 8 (-1) | 14 (+2) |
Senses Passive Perception 9
Languages Common, Celestial, Orc
Attacks Melee +1 / 1d8-1, Ranged +1 / 1d8-1, Grapple -1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 3 | 1 | 0 | 0 | 0 | 0 |
Possessions: Just what you see.
Ernest Hayley, Male Human [Permalink]
Personal [hide]
Description: A man of a pale complexion, he wears an entirely pastel suit with white socks and a vest with buckled shoes. He keeps his long white hair kept up in a rat tail. His hazel eyes peer out from beneath his deerstalker pastel hat.
Personality: He can speak with the dead, and doesn't see much difference between the living and dead. A friendly and beautiful Human, he is rarely seen without a few beauties around his arms. Though a playboy in all rights, he is no lame duck.
History: Born in a small village he learned the ways of the warrior from his mother. 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 Map Maker. He has worked as a Map Maker like his mother before him.
Motivation: To get a good night's sleep; and wants to open a new tavern
Ideals: Gifted, Fighting. Flaws: Insomniac. Bonds: Attractive, Job. Occupation: Map Maker
Voice: Pirate accent
Attributes [hide]
Medium (5'3") Human, Chaotic Good (CR 6)
Armor Class 11
Hit Points 48 (6d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 13 (+1) | 14 (+2) | 11 (+0) | 11 (+0) | 11 (+0) |
Senses Passive Perception 10
Languages Common
Attacks Melee +2 / 2d6-1, Ranged +4 / 2d6+1, Grapple +2
Possessions: 100 gp. White pearl (40 gp). Smoky quartz (80 gp).
Conrad Gentry, Male Human [Permalink]
Personal [hide]
Description: He stands about 5'7" and tends to wear a heavy leather apron. Coupled with his rolled up shirt sleeves this gives him a very relaxed look. His left leg appears badly burned and disfigured. His golden hair is long and unkept. He has a dull look in his brown eyes.
Personality: He is inclined to make off color jokes and interpret anything that could be construed as such as innuendo. He loves his children and doesn't want them to worry about him. He loves to share his painting with anyone who is interested.
History: Conrad lived on a farm with his father, near the main road leading to a nearby town. He has had some formal painting training, and achieved minor success. When his spouse passed he lost his only source of income but claims to his sons to still be retired.
Motivation: His religion dominates his actions; and to reunite with his absent father
Ideals: Joker, Artistic. Flaws: Ugly. Bonds: Family, Religious. Occupation: Adventurer
Voice: American accent
Attributes [hide]
Medium (5'7") Human, Chaotic Good (CR 4)
Armor Class 10
Hit Points 26 (4d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 11 (+0) | 17 (+3) | 11 (+0) | 15 (+2) | 10 (+0) |
Senses Passive Perception 12
Languages Common
Attacks Melee +5 / 1d10+3, Ranged +2 / 1d10+0, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 4 | 3 |
Possessions: 100 gp.
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