John Tickle, Male Human [Permalink]
Personal [hide]
Description: This tall, slender man prefers to wear brown clothing when he does not wear armor. He has dyed his greying blonde hair a little too much giving a sharp blonde color. He has a tattooed face.
Personality: He is a melancholic, but persistent worker. He resents family life and as such spurns the advances of admirers. He is an amazing painter.
History: From birth he was tutored by a cruel and relentless mentor. He inherited a moderately successful company from his father. Under his leadership it has flourished, and using capital from his venture he effectively owns an entire region. He was granted necromantic powers by his dying sister.
Motivation: Wants to open a new tavern; and he feels kind of lost in life
Ideals: Gifted. Flaws: Depressed. Bonds: Mentor, Rich, Job. Occupation: Butcher
Voice: High pitched and raspy
Attributes [hide]
Medium (6'6") Human, Neutral Good (CR 3)
Armor Class 11
Hit Points 21 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 13 (+1) | 11 (+0) | 13 (+1) | 16 (+3) | 13 (+1) |
Senses Passive Perception 13
Languages Common, Elven
Attacks Melee +3 / 1d8+1, Ranged +3 / 1d8+1, Grapple +1
Possessions: 100 gp.
Heward Huxley, Male Human [Permalink]
Personal [hide]
Description: An older man who wears dark leathers with embroidery, he is not a threatening figure. His silver hair is thinning but still full. He wears round tiny glasses practically rammed into his face.
Personality: He is business-like. He takes instructions and follows them to the letter. He constantly seizes attention wherever he goes and has come to expect this respect from everyone. He likes to think of himself as merciful, but nonetheless is very strict.
History: He was raised happily, as a normal child born to his father and mother. His father taught him the rudiments of the Dyer arts, while his mother instructed him in etiquette, music and courtly manner. He became part of the deadliest team of assassins in recent memory. A botched job caused the group to be disbanded. Being a Dyer kept his interest for a while, but then he became depressed and bored. So he turned to a secret life of crime, taking increasingly more risks and challenges.
Motivation: His spouse's relatives view him with great suspicion; and he feels that his past leaves him morally obligated to help
Ideals: Professionalism, Impeccable. Bonds: Rich, Criminal record, Family. Occupation: Dyer
Voice: Old Prospector
Attributes [hide]
Medium (6'2") Human, Neutral Evil (CR 3)
Armor Class 12
Hit Points 26 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 14 (+2) | 14 (+2) | 15 (+2) | 11 (+0) | 15 (+2) |
Senses Passive Perception 10
Languages Common, Undercommon, Draconic
Attacks Melee +4 / 1d8+2, Ranged +4 / 1d8+2, Grapple +2
Possessions: 14000 cp. 1 Masterwork Common Melee. 1 Masterwork Uncommon Weapon. 1 Masterwork Common Melee.
Manfred Bristol, Male Human [Permalink]
Personal [hide]
Description: A man with thick toned arms and a paunchy gut. He prefers to wear fine silks, though has several suits of combat armor for his hunting needs. Sporting a chestnut mohawk and bushy mustache this man's hair draws a lot of attention. He wears large thick round spectacles.
Personality: Soft-spoken and well mannered, he has an amazing amount of patience and a slow boiling temper. He does suffer from mild PTSD, and the sight of giants may trigger it at times.
History: Manfred was born the youngest of three triplets. His psionic abilities were realized during a raid on his village. Days after completing his studies, news broke out that his hometown was attacked by giants. Manfred was horrified and prayed that his father was alright. However, he heard that his father had died fighting off the giants.
Motivation: His name or reputation has been wronged in the past by giants, and he desires to right it; and money/treasure
Ideals: Athletic, Disciplined, Gifted. Bonds: Rich, Enemies, Family. Occupation: Tanner
Voice: Draws out vowels
Attributes [hide]
Medium (5'5") Human, Lawful Evil (CR 4)
Armor Class 12
Hit Points 33 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 15 (+2) | 16 (+3) | 11 (+0) | 16 (+3) | 12 (+1) |
Senses Passive Perception 13
Languages Common
Attacks Melee +4 / 1d10+2, Ranged +4 / 1d10+2, Grapple +4
Possessions: 300 gp.
Henry Quinton, Male Human [Permalink]
Personal [hide]
Description: This eastern man is abnormally tall. He wears a black coat over a brown low-cut shirt, and a top hat upon his head. His whole body is exceptionally muscular. He wears a top hat to cover his moderate length silver hair. His thin eyebrows rest above his beady brown eyes.
Personality: He is mildly Human supremacist, though he does not identify as such. He is a logical person and will generally grow upset if things defy logic and science.
History: Henry was raised in a hard working conservative environment. Henry was born on a far eastern forest where he grew up under the tutelage of his mother, an expert Herbalist. He struck the Herbalist job and began his own company from there.
Motivation: To share knowledge with the world; and sabotage a competitor
Ideals: Logical. Flaws: Ugly, Racist. Bonds: Immigrant, Job. Occupation: Herbalist
Voice: Thin and wheezing
Attributes [hide]
Medium (5'7") Human, Neutral Evil (CR 3)
Armor Class 13
Hit Points 23 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 16 (+3) | 8 (-1) | 16 (+3) | 14 (+2) | 11 (+0) |
Senses Passive Perception 12
Languages Common, Ignan, Auran, Giant
Attacks Melee +4 / 1d8+2, Ranged +5 / 1d8+3, Grapple +3
Possessions: 200 gp. Alexandrite (800 gp). Smoky quartz (80 gp). Rhodochrosite (12 gp).
Adelard Blakeley, Male Human [Permalink]
Personal [hide]
Description: This exceptionally lanky man wears a black collared shirt and violet pants. He accessorizes with a green scarf around the waist and a strap diagonally across his shirt. His hair is cut close to his head. He has gleaming, smiling green eyes.
Personality: Prone to second guessing himself, he comes off as nervous. His respect, as difficult as one would find it to earn, is unwavering; those who more than prove themselves to him, a bar set well above any reasonable standard, he tolerates in varying degrees. Though less modest and more hasty in his reactions to snap at those who irritate him, Adelard is combative with any and all who dare try his patience in the slightest.
History: He was born on a small isolated farm. Adelard liked to wander the woods near his home when he was young, something he still likes to do at least once a week. He never liked modest clothing or shoes, so he would wander the woods barefoot and lightly dressed, and he developed a good sense of balance and learned how to climb and swim well. He has became unsatisfied with his lot in life, and decided to take up adventuring.
Motivation: He feels kind of lost in life; and meet up once more with his childhood friend
Ideals: Justice. Flaws: Shy, Depressed. Bonds: Nature, Adventurer. Occupation: Masseuse
Voice: Slurs words
Attributes [hide]
Medium (6'1") Human, Chaotic Neutral (CR 3)
Armor Class 11
Hit Points 13 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 12 (+1) | 9 (-1) | 9 (-1) | 9 (-1) | 12 (+1) |
Senses Passive Perception 9
Languages Common
Attacks Melee +1 / 1d8-1, Ranged +3 / 1d8+1, Grapple +1
Possessions: 100 gp.
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