Simon Ashley, Male Human [Permalink]
Personal [hide]
Description: He wears loose pants and a collared shirt complete with sweater beneath his coat. He has a slight overbite and is overall scrawny. His golden hair is thinning but still full. He is very pretty but has cold, dead eyes.
Personality: He does not believe in betrayal or weakness as things to be tolerated. He plays an instrument quite well.
History: He was born in the north. He moved from fad to fad and when he turned 15 he discovered music. He has worked as a Dilettante like his father before him.
Motivation: Expand his business; and he'd like to take his coworkers down a peg
Ideals: Justice, Artistic. Bonds: Attractive, Immigrant, Job. Occupation: Dilettante
Voice: growls and snarls, animalistic
Attributes [hide]
Medium (5'3") Human, Lawful Good (CR 3)
Armor Class 10
Hit Points 28 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 11 (+0) | 12 (+1) | 10 (+0) | 14 (+2) | 15 (+2) |
Senses Passive Perception 12
Languages Common
Attacks Melee +4 / 1d8+2, Ranged +2 / 1d8+0, Grapple +2
Possessions: 200 gp.
Adelard Lindsay, Male Human [Permalink]
Personal [hide]
Description: He wears a simple red robe with tan stripes complete with hood. His long red hair reaches down to his waist. His face is scarred and worn.
Personality: He goes out his way to put a smile on everyone's face. There's no-one he won't accept into his heart. He is a bit of a xeno-phobe, disliking non-Humans.
History: Born the oldest of a large religious western family, he was no stranger to responsibility. Adelard abandoned his home at a very young age, living in the fields and plains. He survived everyday through hunting and stealing from passersby. He did whatever it took for him to survive. He has dedicated himself to building a better kind of golem.
Motivation: Obtaining odd cultural Human artifacts is his passion.
Ideals: Optimist. Flaws: Ugly, Racist. Bonds: Religious, Adventurer. Occupation: Architect
Voice: Stutters
Attributes [hide]
Medium (5'10") Human, Neutral Evil (CR 3)
Armor Class 12
Hit Points 19 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 14 (+2) | 9 (-1) | 12 (+1) | 17 (+3) | 14 (+2) |
Senses Passive Perception 13
Languages Common, Orc
Attacks Melee +5 / 1d8+3, Ranged +4 / 1d8+2, Grapple +4
Possessions: 300 gp.
John Compton, Male Human [Permalink]
Personal [hide]
Description: He wears a large hat to cast shadows over his face and wears ponchos to better hide his body, and carries spears. His blonde hair is smooth and relatively long. He has a very pronounced jaw and large eyebrows. He wears rectangular glasses with silver brims.
Personality: Soft-spoken and well mannered, he has an amazing amount of patience and a slow boiling temper. He is kind towards other men and children and will generally offer men help without question. Others will generally need to prove themselves to him.
History: He was born the only child of a wealthy merchant. In his formative years he discovered how persuasive he was. He began using that to his advantage selling useless wares at inflated prices. He now has a substantial network of resources ranging from contacts to ships to peers.
Motivation: Several ex partners dislike his way of doing things and want revenge; and to fight the greatest warriors and to fight in the greatest battles ever
Ideals: Fighting, Disciplined, Philantrophist, Entrepeneur. Occupation: Map Maker
Voice: Relaxed voice
Attributes [hide]
Medium (6'4") Human, Neutral Evil (CR 3)
Armor Class 11
Hit Points 32 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 13 (+1) | 15 (+2) | 13 (+1) | 11 (+0) | 15 (+2) |
Senses Passive Perception 10
Languages Common, Ignan
Attacks Melee +2 / 1d8+0, Ranged +3 / 1d8+1, Grapple +1
Possessions: 19000 cp.
Trym Clifford, Male Human [Permalink]
Personal [hide]
Description: 5'4" and muscular, this northern man wears white leather gloves, a white jacket, and tight pants. He wears his blonde hair up. His gray eyes have a joyful gleam in them most of the time.
Personality: He does not believe in betrayal or weakness as things to be tolerated. He loves his children and doesn't want them to worry about him. He loves to share his painting with anyone who is interested.
History: He was born in a small island village. Being born in the north, 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 north 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 west. He bought a monstrous two handed axe and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: An old rival family wants him found; and his spouse's relatives view him with great suspicion
Ideals: Athletic, Justice, Artistic. Bonds: Family, Nature. Occupation: Masseuse
Voice: Booming voice
Attributes [hide]
Medium (5'4") Human, Neutral Evil (CR 3)
Armor Class 10
Hit Points 16 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 11 (+0) | 11 (+0) | 13 (+1) | 6 (-2) | 8 (-1) |
Senses Passive Perception 8
Languages Common, Halfling
Attacks Melee +1 / 1d8-1, Ranged +2 / 1d8+0, Grapple +0
Possessions: 400 gp. 1 Silk rope. 1 Superior lock.
Everard Shirley, Male Human [Permalink]
Personal [hide]
Description: He is an attractive man, lean and moderately muscular. He wears very tight pants and wife beaters, though occasionally he sports a blue coat. His hair is short and blonde. He wears round tiny glasses practically rammed into his face.
Personality: He has schizophrenia that causes him to hear things that aren't there and will sometimes respond to them. He does suffer from mild PTSD, and the sight of dire rats may trigger it at times.
History: Born to a pair of adventurers, Everard grew up listening to his mother's many stories. When he was little, his rather wealthy family often ventured across the mountains 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 mountains due to the painful memories there. Everard took refuge in the large cave and found the beat up club and armor he uses now. He is searching for what he claims is his rightful reward.
Motivation: Many dire rats want him driven away; and he's looking for his big break
Flaws: Disease. Bonds: Attractive, Enemies, Adventurer, Nature. Occupation: Sculptor
Voice: Scottish accent
Attributes [hide]
Medium (6'5") Human, Lawful Good (CR 3)
Armor Class 12
Hit Points 32 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 14 (+2) | 13 (+1) | 16 (+3) | 11 (+0) | 13 (+1) |
Senses Passive Perception 10
Languages Common, Elven, Gnome, Halfling
Attacks Melee +4 / 1d8+2, Ranged +4 / 1d8+2, Grapple +2
Possessions: 200 gp. Blue sapphire (600 gp). 1 Masterwork Uncommon Weapon.
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