Gunter Atterton, Male Human [Permalink]
Personal [hide]
Description: He is wearing a long, brown, dusty cloak. He sports a long white beard, and similarly colored long hair. He has amber eyes.
Personality: Deceptive and manipulative this western guy figured out how to best use his charms to convince people to do what he wants. Any perceived weakness will be pressed and exploited. He is seen as merciless and passionate.
History: Gunter hails from a village terrorized by goblins. From his teen years he was always beautiful and desirable, so people have always doted on him. He became a plane-shifter, and is stopping over on this plane for a brief visit.
Motivation: He possesses a valuable artifact that the thieves guild wishes to steal.
Bonds: Attractive, Criminal record, Enemies, Adventurer. Occupation: Cook
Voice: Thin and wheezing
Attributes [hide]
Medium (5'1") Human, Chaotic Neutral (CR 4)
Armor Class 11
Hit Points 21 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 12 (+1) | 12 (+1) | 17 (+3) | 14 (+2) | 9 (-1) |
Senses Passive Perception 14
Languages Common, Undercommon, Sylvan, Elven
Attacks Melee +2 / 1d10+0, Ranged +3 / 1d10+1, Grapple +1
Possessions: 30000 cp. Sapphire pendant on gold chain (1200 gp). Finely wrought small gold bracelet (60 gp). 1 Minor magic item.
Don Adley, Male Human [Permalink]
Personal [hide]
Description: This western man is abnormally tall. He wears long strands of aquamarine and short black dresses (or suits) accompanied by the proper stockings and shoes, with gloves of varying lengths. His whole body is exceptionally muscular. He has white hair. He is missing an eye and his face is severely sunburned. His one remaining eye shines gray.
Personality: He is extraordinarily eccentric. He cannot deal with unfamiliar people for more than a few minutes at a time and if they persist he will grow angry at them.
History: He is the product a well kept family trust fund and as such has never really known need. Don was born on a far western forest where he grew up under the tutelage of his mother, an expert Scribe. He was recently attacked on the road and savagely beaten by bandits.
Motivation: He is not mentally stable, and does not behave rationally.
Flaws: Ugly, Insane, Antagonistic. Bonds: Rich, Immigrant. Occupation: Scribe
Voice: Australian accent
Attributes [hide]
Medium (5'9") Human, Lawful Neutral (CR 3)
Armor Class 13
Hit Points 21 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 16 (+3) | 11 (+0) | 15 (+2) | 13 (+1) | 9 (-1) |
Senses Passive Perception 11
Languages Common, Abyssal, Infernal
Attacks Melee +3 / 1d8+1, Ranged +5 / 1d8+3, Grapple +3
Possessions: A delicate brass dragon egg (70 gp). A miniature golden chest with tiny emeralds lining the top (180 gp). Gold and topaz bottle stopper cork (400 gp). 4 Antitoxin. 1 Everburning torch.
Trym Cooper, Male Human [Permalink]
Personal [hide]
Description: This man is unhealthily muscled, almost every single one of his veins is visible when he is not flexing. His shirts and pants tend to be short and undersized for him due to the difficulty of finding a good tailor. His chestnut hair is slicked back into a classic pompadour. His eyes are a pleasant gray.
Personality: His tongue was cut out and he uses sign language. 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: Born in the north to a Herbalist, Trym learned a great deal about his father's area of expertise. 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 Herbalist. He tends to his Herbalist job now, and dutifully fulfills any obligations he has.
Motivation: Doesn't want to be a Herbalist and was forced into it by his family; and his spouse's relatives view him with great suspicion
Ideals: Fighting, Athletic. Flaws: Disease. Bonds: Family, Job. Occupation: Herbalist
Voice: Slurs words
Attributes [hide]
Medium (5'1") Human, Lawful Neutral (CR 3)
Armor Class 10
Hit Points 14 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 10 (+0) | 10 (+0) | 8 (-1) | 15 (+2) | 11 (+0) |
Senses Passive Perception 12
Languages Common
Attacks Melee +5 / 1d8+3, Ranged +2 / 1d8+0, Grapple +2
Possessions: 2700 sp.
Ernest Huckabee, Male Human [Permalink]
Personal [hide]
Description: He is wearing a tight blue one piece outfit complete with pants, hood, and a cape. He has relatively dark skin and is very physically imposing due to his abundance of muscles. His hair is short and blonde. His face is covered beneath a completely black helmet.
Personality: He is a man who does what he needs to. He will acquiesce to black mail and extortion to avoid trouble. He pushes his goals aggressively. He is also a coward if confronted.
History: A powerful necromancer made him what he is. 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 Ruler. He became a Ruler soon after.
Motivation: He possesses a valuable artifact that the thieves guild wishes to steal; and seeks redemption
Flaws: Fearful. Bonds: Criminal record, Mentor, Job. Occupation: Ruler
Voice: Sore throat, cough
Attributes [hide]
Medium (5'6") Human, Lawful Evil (CR 3)
Armor Class 8
Hit Points 22 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 6 (-2) | 12 (+1) | 13 (+1) | 14 (+2) | 13 (+1) |
Senses Passive Perception 12
Languages Common, Ignan
Attacks Melee +4 / 1d8+2, Ranged +0 / 1d8-2, Grapple +2
Possessions: 10000 cp.
Arnold Halsey, Male Human [Permalink]
Personal [hide]
Description: He is a physically imposing dark-skinned man. He is well dressed, constantly wearing a yellow suit, grey shirt, and black tie. He keeps his silver hair in a flapper bob. His gray eyes dart from person to person to random spaces in the air.
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 plays an instrument quite well.
History: The child of a Seamstress, who enjoyed hunting, Arnold was taken on many hunting expeditions. Through the years after Arnold was born, his father became increasingly distant from his family, instead choosing to pursue power in the north. Arnold's father didn't care for him much, and the feeling was mutual. Now he works as a singing tutor during his time off.
Motivation: He has a rivalry with the Church that dominates his actions; and he is compelled to act according to his religious beliefs
Ideals: Artistic, Logical. Flaws: Antagonistic. Bonds: Nature, Religious. Occupation: Marshal
Voice: Middle-eastern accent
Attributes [hide]
Medium (6'6") Human, Lawful Evil (CR 4)
Armor Class 12
Hit Points 31 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 15 (+2) | 9 (-1) | 11 (+0) | 13 (+1) | 15 (+2) |
Senses Passive Perception 13
Languages Common
Attacks Melee +4 / 1d10+2, Ranged +4 / 1d10+2, Grapple +2
Possessions: Just what you see.
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