Drogo Snowdon, Male Human [Permalink]
Personal [hide]
Description: He wears a simple grey robe with black stripes complete with hood, but does not cut a very imposing figure. He walks with a slouch but will stand straight to his full 5'6" when asserting himself. His hair, while still mostly blonde, has prominent grey streaks. His blue eyes peer out from beneath his Stetson grey hat.
Personality: He exudes charisma. He is a tour de force of persuasion. He does not mind isolation but does not hate company and attempts to receive them as best as possible.
History: A child with a great deal of painting talent his parents made sure he got the chance to thrive. He worked as a nervous Miller and found it very stressful. He now owns his own business.
Motivation: Wants to open a new tavern; and someone believes him a fraud
Ideals: Extrovert, Artistic. Bonds: Attractive, Job, Enemies. Occupation: Miller
Voice: Squeaky
Attributes [hide]
Medium (5'6") Human, Neutral Good (CR 4)
Armor Class 11
Hit Points 37 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 12 (+1) | 14 (+2) | 14 (+2) | 16 (+3) | 11 (+0) |
Senses Passive Perception 13
Languages Common, Celestial, Aquan
Attacks Melee +4 / 1d10+2, Ranged +3 / 1d10+1, Grapple +2
Possessions: 1 Minor magic item.
Clerebold Cornish, Male Human [Permalink]
Personal [hide]
Description: This tall, slender man wears a black vest and prefers blue and pastel shirts. His boots appear to have been at one point steel toed but are quite worn down. His auburn hair and beard is wavy and long. He wears a mask on his face.
Personality: Clerebold speaks confidently about a variety of topics with grace. He is clearly well-traveled and educated. He enjoys reading and quiet.
History: Clerebold was born to in a poor docking district. He spent his early days working in the same smith shop his father was employed at, doing general labor. A gifted student he started as a Hunter, but he got bored and became a Sage. He has achieved small success as a Sage.
Motivation: Expand his business; and he feels the way he acts is they only way to get by in the world
Ideals: Impeccable, Logical. Flaws: Ugly. Bonds: Poor, Job. Occupation: Sage
Voice: Speaks with lips pursed
Attributes [hide]
Medium (6'0") Human, Lawful Good (CR 3)
Armor Class 10
Hit Points 27 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 10 (+0) | 10 (+0) | 15 (+2) | 10 (+0) | 13 (+1) |
Senses Passive Perception 14
Languages Common, Elven, Abyssal
Attacks Melee +5 / 1d8+3, Ranged +2 / 1d8+0, Grapple +3
Possessions: 1200 sp. Alexandrite (700 gp).
Gilbert Clare, Male Human [Permalink]
Personal [hide]
Description: A man of a pale complexion, he wears baggy blue pantaloons and a green scarf. His hair is blonde and very short. His blue eyes dart around the room hyper actively observing anyone and anything.
Personality: He acts crazy and hedonistic. He is lazy and tries to find solutions quickly.
History: He was born to a criminal king-pin and mafia family Before the accident, he was one of the most outspoken anti-Human activists. He was mortally wounded, saved by a kind and fast-acting Human doctor. Recently he has begun working with bootleggers and crooks.
Motivation: He is being blackmailed/forced/etc and this influences his actions.
Flaws: Hedonist, Lazy, Racist. Bonds: Criminal record. Occupation: Beggar
Voice: Tuts and clicks tongue
Attributes [hide]
Medium (5'6") Human, Chaotic Neutral (CR 3)
Armor Class 11
Hit Points 11 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 12 (+1) | 9 (-1) | 15 (+2) | 14 (+2) | 13 (+1) |
Senses Passive Perception 12
Languages Common, Elven, Giant
Attacks Melee +4 / 1d8+2, Ranged +3 / 1d8+1, Grapple +2
Possessions: 100 gp. 1 Hourglass. 1 Simple lock.
Geoffrey Anderton, Male Human [Permalink]
Personal [hide]
Description: He is a small man, but exceptionally fit. He is wearing colorful clothing, dressed as a Animal Trainer. His golden hair is styled in orderly dreadlocks. He tend to wears goggles to shield his eyes.
Personality: A deeply religious man he believes everything happens for a reason. He always tries to repair and not replace. It was this mentality that drove him into the Animal Trainer business.
History: Trained by his mother for as long as he can remember he had it drilled in his head that it was his duty to serve his country. His mother was a mechanic, and taught him how to fix just about anything. He was betrayed by a partner and left for dead, teaching him a humbling lesson in trusting others.
Motivation: A deep hatred of goblins; and he is compelled to act according to his religious beliefs
Ideals: Athletic, Persistence. Flaws: Antagonistic. Bonds: Religious, Military, Enemies. Occupation: Animal Trainer
Voice: Rhymes sentences (sorry)
Attributes [hide]
Medium (5'2") Human, Chaotic Good (CR 3)
Armor Class 13
Hit Points 26 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 17 (+3) | 13 (+1) | 16 (+3) | 12 (+1) | 11 (+0) |
Senses Passive Perception 11
Languages Common, Gnome, Goblin, Giant
Attacks Melee +2 / 1d8+0, Ranged +5 / 1d8+3, Grapple +3
Possessions: 100 gp.
Ralf Middleton, Male Human [Permalink]
Personal [hide]
Description: A middle-aged man, he wears a suit in poor condition. It has not been laundered in sometime and has been worn in activities one would not normally wear a suit during, and is pretty ugly. His auburn hair is cut jaggedly and amateurishly. He wears an eyepatch.
Personality: He is witty, but his monotone delivery comes off as unnerving When triggered he is a bloodthirsty maniac, stopping at nothing and killing everything for almost an hour.
History: He was born to a criminal king-pin and mafia family Ralf was a troubled youth. He spent his days as a hard laborer instead of attending school, and spent his evenings with numerous mobsters and gang members. Ralf decided he wanted neither the life of his mother nor that of the evil petty criminals he associated with. During his early adolescence, he took a sudden opportunity while working the docks and commandeered a vessel that was left unmanned. Lacking all sense, he decided to go on an adventure. He picked a direction and started trekking.
Motivation: He is not mentally stable, and does not behave rationally.
Ideals: Joker. Flaws: Ugly, Insane. Bonds: Adventurer, Criminal record. Occupation: Bounty Hunter
Voice: Ums and uhs a lot
Attributes [hide]
Medium (5'8") Human, Lawful Evil (CR 3)
Armor Class 10
Hit Points 27 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 11 (+0) | 12 (+1) | 15 (+2) | 10 (+0) | 10 (+0) |
Senses Passive Perception 10
Languages Common, Gnome, Draconic
Attacks Melee +4 / 1d8+2, Ranged +2 / 1d8+0, Grapple +2
Possessions: 400 gp.
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