Tim Moreno, Male Human [Permalink]
Personal [hide]
Description: 5'4" and lanky with angular features, he is an attractive figure. He is wearing colorful clothing, dressed as a Spy. He has wavy brown hair. His skin is flawless and his brown eyes scan people very quickly.
Personality: He is curt in most of his responses. He prefers to keep his word usage to a minimum to avoid giving away unnecessary information. He invites people to come help in his community garden.
History: Tim hails from a village terrorized by dire rats. At some point he was captured by dire rats and was tortured. After several years of this he finally managed to escape. He has taken up leadership of the village's small militia in response to dire rats demanding more tribute than usual.
Motivation: To clean up the streets; and a deep hatred of dire rats
Ideals: Philantrophist. Flaws: Shy. Bonds: Attractive, Enemies, Slave, Guardian. Occupation: Spy
Voice: Gruff and masculine
Attributes [hide]
Medium (5'4") Human, Lawful Good (CR 3)
Armor Class 9
Hit Points 16 (3d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 8 (-1) | 13 (+1) | 11 (+0) | 17 (+3) | 16 (+3) |
Senses Passive Perception 13
Languages Common
Attacks Melee +1 / 1d8-1, Ranged +1 / 1d8-1, Grapple -1
Possessions: Just what you see.
Gunter Snowdon, Male Human [Permalink]
Personal [hide]
Description: This slender man stands about 5'9". He is wearing a tight brown one piece outfit complete with pants, hood, and a cape. His hair is long and silver with streaks of black, and is pulled back with small brown clips. His beard is black, braided, and well cared for. He has gleaming, smiling violet eyes.
Personality: He hates Humans with a passion. As such he is filled with self loathing. He invented a lineage for himself and claims to be descended from several legendary heroes.
History: Gifted from a young age, Gunter studied abroad. When he was little, his rather wealthy family often ventured across the plains to a summer home near a large cave. He would wander through that large cave and adventure through it for days. One day while adventuring a terrible storm took place and he was stranded inside. His family spent the next few days looking for him, and could only assume he was dead when it came time to leave. The family never returned to the plains due to the painful memories there. Gunter took refuge in the large cave and found the beat up shortspear and armor he uses now. 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: Find a way to reverse the transformation of his brother; and he desires power and/or immortality
Ideals: Gifted. Flaws: Racist. Bonds: Adventurer, Nature, Family. Occupation: Butcher
Voice: Excited and jittery
Attributes [hide]
Medium (5'9") Human, Lawful Good (CR 4)
Armor Class 10
Hit Points 27 (4d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 11 (+0) | 15 (+2) | 14 (+2) | 11 (+0) | 6 (-2) |
Senses Passive Perception 10
Languages Common, Sylvan, Gnoll
Attacks Melee +3 / 1d10+1, Ranged +2 / 1d10+0, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 5 | 3 |
Possessions: 600 gp. Moss agate (12 gp). 1 Magnifying glass. 1 Average lock.
Drogo Mitchell, Male Human [Permalink]
Personal [hide]
Description: A well shaped man just over fifty, he wears a tattered pair of loose green pants, a matching torn shirt, and a visible pair of similar condition same color briefs. His hair is long and chestnut with streaks of red, and is pulled back with small green clips. His beard is red, braided, and well cared for. He wears a mask on his face.
Personality: He likes to be helpful to his clients. He likes to prescribe proper advice to his clients. He will pursue extreme courses of action in the short term, confident that they cannot fail.
History: He was born in the south. He couldn't stand his childhood mentor and eventually formed a pact with his mentor's previously failed apprentice to rebel. When their plan failed the mentor lashed out against both of them and fled. He then took over the family business and is one of the better Sage for hire.
Motivation: Sabotage a competitor; and he is unsatisfied with his job
Flaws: Impulsive. Bonds: Poor, Job, Immigrant, Mentor. Occupation: Sage
Voice: Laughs frequently while speaking
Attributes [hide]
Medium (5'3") Human, Lawful Good (CR 6)
Armor Class 7
Hit Points 26 (6d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 5 (-3) | 8 (-1) | 10 (+0) | 16 (+3) | 17 (+3) |
Senses Passive Perception 13
Languages Common
Attacks Melee +5 / 2d6+2, Ranged +0 / 2d6-3, Grapple +2
Possessions: 900 gp. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Guy Washington, Male Human [Permalink]
Personal [hide]
Description: An imposing man with a heavy stainless steel prosthetic left leg, he prefers to wear pastel pants and tee shirts. His hair is golden, silky, and of moderate length. He tend to wears goggles to shield his eyes.
Personality: He is soft-spoken, optimistic and speaks nonstop, as he rather likes the sound of his voice. His demeanor is somewhat feminine. 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: He comes from a rich eastern family. He was married off to the eldest child of a minor noble. His spouse died of illness and he inherited everything. He has built up a small fortune and can afford his own way.
Motivation: He uses money and sex appeal to get what he needs.
Ideals: Optimist, Fighting. Bonds: Attractive, Rich. Occupation: Unemployed
Voice: Middle-eastern accent
Attributes [hide]
Medium (5'9") Human, Neutral Good (CR 6)
Armor Class 11
Hit Points 25 (6d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 13 (+1) | 12 (+1) | 13 (+1) | 11 (+0) | 17 (+3) |
Senses Passive Perception 10
Languages Common, Druidic
Attacks Melee +2 / 2d6-1, Ranged +4 / 2d6+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 6 | 6 | 5 | 3 |
Possessions: 800 gp. 1 Minor magic item.
Ernest Yeardley, Male Human [Permalink]
Personal [hide]
Description: He appears as an extremely gaunt Human, and stands approximately 6'4". He wears suspenders and black workpants. His shirt is brown, and he wears a heavy black leather apron most of the time, and his gloved hand is found clutching a rapier. His hair is white and curly. His brown eyes peer out from beneath his Stetson black hat.
Personality: Overbrimming with self-confidence, Ernest isn't afraid of most anything. He has a strong dislike to people who do not believe in Human unity. He is able to make almost anything out of random pieces of junk.
History: The child of a Sailor, who enjoyed hunting, Ernest was taken on many hunting expeditions. His druidic abilities were realized during a raid on his village. He has dedicated himself to building a better trade route.
Motivation: Human compassion; and a need for knowledge about a nearby landmark
Ideals: Impeccable, Gifted. Flaws: Racist. Bonds: Nature, Adventurer. Occupation: Actor
Voice: Farmer accent
Attributes [hide]
Medium (6'4") Human, Lawful Good (CR 4)
Armor Class 11
Hit Points 36 (4d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 13 (+1) | 14 (+2) | 12 (+1) | 10 (+0) | 13 (+1) |
Senses Passive Perception 10
Languages Common, Aquan
Attacks Melee +1 / 1d10-1, Ranged +3 / 1d10+1, Grapple +1
Possessions: 600 gp. Sard (80 gp). Carnelian (80 gp). 1 Healer’s kit. 1 Magnifying glass. 1 Hourglass. 1 Spyglass.
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Their contribution stands as a beacon of hope for all adventurers!
