Arnold Law, Male Human [Permalink]
Personal [hide]
Description: He is dressed in a clean white cloak covering his clean studded leather. He carries with him a set of greataxes on his belt, each one with a amethyst on the hilt. His black hair is kept up in a ponytail inside a wide-brimmed hat. His eyes are green.
Personality: He is fixated on the number 61. He counts his steps and bites of food to keep in track with it. He seems to be used to being ignored and not questioned about it. Further he is a bit of a stoner and is frequently out of it.
History: Born to a pair of adventurers, Arnold grew up listening to his father's many stories. His mother was supposedly a charlatan fortune teller, but he insists his mother was legitimate. He got away from his former life and has fallen to alcoholism.
Motivation: He desires power and/or immortality; and he is not mentally stable, and does not behave rationally
Ideals: Fighting. Flaws: Insane, Addict. Bonds: Adventurer, Religious. Occupation: Seamstress
Voice: Low and grunting
Attributes [hide]
Medium (5'8") Human, Chaotic Good (CR 4)
Armor Class 11
Hit Points 38 (4d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 12 (+1) | 11 (+0) | 15 (+2) | 14 (+2) | 11 (+0) |
Senses Passive Perception 12
Languages Common, Ignan, Sylvan
Attacks Melee +5 / 1d10+3, Ranged +3 / 1d10+1, Grapple +3
Possessions: 500 gp.
Gilbert Atterton, Male Human [Permalink]
Personal [hide]
Description: 6'4" and lanky with angular features, he is an attractive figure. He dresses in white turtlenecks beneath a grey coat with black slacks. With a patchy golden beard and wild golden hair. His blue eyes are passionate and lively.
Personality: He considers himself the perfect gentleman. He makes a point to always show proper etiquette and frequently critiques the etiquette of others. 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 the east to a Assassin, Gilbert learned a great deal about his father's area of expertise. His father disappeared, and while he tried to raise money to find his father, he was betrayed dozens of times. He became a Assassin soon after.
Motivation: Balancing his hectic life and new Assassin responsibilities is difficult.
Ideals: Impeccable. Bonds: Attractive, Job, Family. Occupation: Assassin
Voice: Puts emphasis on the wrong words
Attributes [hide]
Medium (6'4") Human, Chaotic Good (CR 4)
Armor Class 10
Hit Points 28 (4d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 10 (+0) | 15 (+2) | 16 (+3) | 9 (-1) | 14 (+2) |
Senses Passive Perception 9
Languages Common, Giant, Elven, Druidic
Attacks Melee +3 / 1d10+1, Ranged +2 / 1d10+0, Grapple +1
Possessions: 300 gp.
John Snowdon, Male Human [Permalink]
Personal [hide]
Description: This man is bedraggled and starved. He wears a suit in poor condition. It has not been laundered in sometime and has been worn in activities one would not normally wear a suit during. He sports a long silver beard, and similarly colored long hair. He wears an eyepatch.
Personality: He does not believe in betrayal or weakness as things to be tolerated. He loves teas. He is very sensitive about his face. To blow off anger he lifts weights and to control his otherwise explosive temper he works out a lot.
History: Born to a Doctor, his mother struggled to pay the bills. He was an adventurer many years ago and he formed a blood bond with his Human companion (his 'brother'). Recently a tribe of brigands attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. John fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: Obtaining odd cultural Human artifacts is his passion.
Ideals: Justice, Fighting. Flaws: Ugly. Bonds: Adventurer, Poor. Occupation: Fortune-teller
Voice: Dark and ominous
Attributes [hide]
Medium (5'2") Human, Chaotic Good (CR 3)
Armor Class 11
Hit Points 31 (3d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 9 (-1) | 12 (+1) | 17 (+3) | 12 (+1) | 13 (+1) | 15 (+2) |
Senses Passive Perception 11
Languages Common, Gnome
Attacks Melee +1 / 1d8-1, Ranged +3 / 1d8+1, Grapple +1
Possessions: 200 gp.
John Beckwith, Male Human [Permalink]
Personal [hide]
Description: He wears a suit in poor condition. It has not been laundered in sometime and has been worn in activities one would not normally wear a suit during, but does not cut a very imposing figure. He walks with a slouch but will stand straight to his full 5'9" when asserting himself. His hair is short and auburn. He wears large thick round spectacles.
Personality: In the realm of puns, he cannot help himself. He feels obliged to make them. He pushes his goals aggressively. He is also a coward if confronted.
History: He was born into a rich family. From there he went from mercenary job to mercenary job. Due to his spouse's obsession with being a Guard they were divorced and he won custody of their son. He worked as a Glassblower, and he later adopted a second son.
Motivation: He is terrified, and will act out of fear.
Ideals: Joker. Flaws: Fearful. Bonds: Adventurer, Rich, Family. Occupation: Glassblower
Voice: Farmer accent
Attributes [hide]
Medium (5'9") Human, Neutral Good (CR 3)
Armor Class 12
Hit Points 42 (3d12)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 14 (+2) | 18 (+4) | 6 (-2) | 17 (+3) | 8 (-1) |
Senses Passive Perception 13
Languages Common
Attacks Melee +2 / 1d8+0, Ranged +4 / 1d8+2, Grapple +2
Possessions: 1700 sp.
Trym Fidget, Male Human [Permalink]
Personal [hide]
Description: He is a physically imposing light-skinned man. He prefers to wear flannel. He has silver hair. He has violet eyes.
Personality: He snorts whenever he laughs or is feeling confident. He has a habit of throwing himself into exceedingly dangerous situations.
History: His parents moved while he was still in utero so he is the first generation to be born here. Being born in the east, 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 east 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. When his spouse passed he lost his only source of income but claims to his sons to still be retired.
Motivation: An old rival family wants him found; and he feels kind of lost in life
Flaws: Impulsive, Depressed. Bonds: Immigrant, Family. Occupation: Jeweler
Voice: Hard of hearing, loud
Attributes [hide]
Medium (5'1") Human, Lawful Good (CR 4)
Armor Class 12
Hit Points 24 (4d8)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 5 (-3) | 15 (+2) | 12 (+1) | 12 (+1) | 9 (-1) | 11 (+0) |
Senses Passive Perception 9
Languages Common, Auran
Attacks Melee -1 / 1d10-3, Ranged +4 / 1d10+2, Grapple +2
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 9 |
Possessions: 400 gp. 1 Minor magic item.
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