Heward Mitchell, Male Human [Permalink]
Personal [hide]
Description: With black face paint in a stripe pattern across his face, he wears tight fitting clothing which further accentuates his frame. He keeps his auburn hair in a flapper bob. His violet eyes show the wear and tear of someone lonely with a great burden to carry.
Personality: Quiet and reserved he prefers to listen than to talk. He will nod occasionally and communicate nonverbally. He has a cruel streak; something he gained from his previous mentor. He harbors resentment against his former mentor.
History: A powerful necromancer made him what he is. He became part of the deadliest team of assassins in recent memory. A botched job caused the group to be disbanded. He guards a vault combo very seriously as well as the key needed to open it.
Motivation: He has decided he is irredeemable.
Flaws: Shy, Antagonistic, Secretive. Bonds: Attractive, Mentor, Criminal record. Occupation: Navigator
Voice: Farmer accent
Attributes [hide]
Medium (5'11") Human, Neutral Evil (CR 3)
Armor Class 13
Hit Points 29 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 17 (+3) | 13 (+1) | 10 (+0) | 17 (+3) | 14 (+2) |
Senses Passive Perception 13
Languages Common
Attacks Melee +2 / 1d8+0, Ranged +5 / 1d8+3, Grapple +3
Possessions: 200 gp. 4 Antitoxin. 4 Tanglefoot bags. 4 Thunderstones.
Gomory Tenley, Male Human [Permalink]
Personal [hide]
Description: With red face paint in a stripe pattern across his face, he is dressed in a clean green cloak covering his clean studded leather. He wears a broad hat to hide his balding. His amber eyes are slightly larger than normal.
Personality: He is a Engraver first and foremost. He believes firmly that knowledge should be universal. He works hard and plays hard.
History: He comes from a rich southern family. From there he went from mercenary job to mercenary job. He knows his nephew is from a royal line that had remained secret for centuries, but promised not to tell anyone. So far, no-one knows but him.
Motivation: He is not mentally stable, and does not behave rationally; and he has money and likes to spend it
Flaws: Hedonist, Insane. Bonds: Job, Rich, Adventurer. Occupation: Engraver
Voice: Excited and jittery
Attributes [hide]
Medium (5'5") Human, Chaotic Neutral (CR 3)
Armor Class 9
Hit Points 26 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 8 (-1) | 13 (+1) | 12 (+1) | 11 (+0) | 14 (+2) |
Senses Passive Perception 10
Languages Common, Druidic
Attacks Melee +1 / 1d8-1, Ranged +1 / 1d8-1, Grapple -1
Possessions: 600 sp.
Gerald Braxton, Male Human [Permalink]
Personal [hide]
Description: He wears a white tunic with green highlights, and long yellow pants that bunch up around his shoes. Sporting a blonde mohawk and bushy mustache this man's hair draws a lot of attention. He has violet eyes.
Personality: He is fixated on the number 68. 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. He has all his life been fascinated with music.
History: His parents moved while he was still in utero so he is the first generation to be born here. When he was little, his rather wealthy family often ventured across the desert to a summer home near a ruined castle. He would wander through that ruined castle 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 desert due to the painful memories there. Gerald took refuge in the ruined castle and found the beat up axe and armor he uses now. He bought a axe and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: He wants to get laid; and he is not mentally stable, and does not behave rationally
Ideals: Artistic. Flaws: Insane. Bonds: Immigrant, Nature, Has a crush. Occupation: Sage
Voice: Italian accent
Attributes [hide]
Medium (5'2") Human, Chaotic Good (CR 3)
Armor Class 9
Hit Points 12 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 8 (-1) | 8 (-1) | 15 (+2) | 11 (+0) | 15 (+2) |
Senses Passive Perception 10
Languages Common, Druidic, Abyssal
Attacks Melee +4 / 1d8+2, Ranged +1 / 1d8-1, Grapple +2
Possessions: 14000 cp. 1 Smokesticks. 2 Acid flasks.
Percival Milton, Male Human [Permalink]
Personal [hide]
Description: This malnourished man dresses well, typically a more casual-formal manner. He keeps his white hair in a pixie cut. His eyes are gray and he is always smoking a pipe.
Personality: Here is a man who knows he is the smartest in the room. He talks down to others constantly. 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: He was born to loving parents in a slum to the north. His father disappeared, and while he tried to raise money to find his father, he was betrayed dozens of times. By chance he met his sister recently and the two have been together since.
Motivation: To unite with his sister; and an old rival family wants him found
Ideals: Impeccable. Bonds: Attractive, Poor, Family, Religious. Occupation: Fletcher
Voice: Draws out vowels
Attributes [hide]
Medium (5'10") Human, Lawful Neutral (CR 3)
Armor Class 9
Hit Points 36 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 8 (-1) | 18 (+4) | 11 (+0) | 13 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common
Attacks Melee +1 / 1d8-1, Ranged +1 / 1d8-1, Grapple +3
Possessions: 16000 cp.
Kyle Darlington, Male Human [Permalink]
Personal [hide]
Description: His right thumb is blackened and bruised, but otherwise he appears quite healthy. He is well dressed, constantly wearing a grey suit, yellow shirt, and white tie. His chestnut hair is kept up in a ponytail inside a deerstalker hat. His ears are large.
Personality: He believes mankind has become decadent and spoiled by the march of civilization and an end should come to life as we know it. His home and work are filled with various knick knacks he has acquired through the years. He cares a great deal for his adopted teenage son.
History: Kyle was born in the south. At a young age he loved to build and create. His father was a mechanic, and taught him how to fix just about anything. He bought a whip and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: A rival would like him out of the picture; and to reunite with his absent father
Ideals: Persistence. Flaws: Ugly. Bonds: Nature, Family, Criminal record. Occupation: Locksmith
Voice: Slurs words
Attributes [hide]
Medium (5'9") Human, True Neutral (CR 3)
Armor Class 11
Hit Points 24 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 13 (+1) | 11 (+0) | 9 (-1) | 11 (+0) | 6 (-2) |
Senses Passive Perception 10
Languages Common
Attacks Melee +1 / 1d8-1, Ranged +3 / 1d8+1, Grapple +1
Possessions: 100 gp. 1 Half-Plate. 1 Half-Plate. 1 Buckler.
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