Henry Atterton, Male Human [Permalink]
Personal [hide]
Description: He is a husky man, who wears a green shirt, with a tan mid length shorts with tan tights and flats, usually wearing a coat over them. His auburn hair is greasy and uncared for. His eyes are likewise gray. His teeth are yellowed and unaligned.
Personality: He can speak with the dead, and doesn't see much difference between the living and dead. He does not believe in violence as a means to an end. He is a dedicated Barrister but believes his peers are too gung-ho.
History: From birth he was tutored by a cruel and relentless mentor. His necromantic abilities were realized during a raid on his village. He now has a substantial network of resources ranging from contacts to ships to peers.
Motivation: Retire the richest man in the south.
Ideals: Gifted, Pacifist, Entrepeneur. Flaws: Ugly. Bonds: Mentor. Occupation: Barrister
Voice: High pitched, excited
Attributes [hide]
Medium (6'2") Human, Chaotic Neutral (CR 3)
Armor Class 10
Hit Points 21 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 11 (+0) | 13 (+1) | 12 (+1) | 10 (+0) | 16 (+3) |
Senses Passive Perception 10
Languages Common, Auran
Attacks Melee +1 / 1d8-1, Ranged +2 / 1d8+0, Grapple +0
Possessions: 200 gp.
Norman Rayden, Male Human [Permalink]
Personal [hide]
Description: He is a pot bellied southern man with a big hulking figure and broad shoulders. He wears an entirely black suit with brown socks and a vest with buckled shoes. His moppish white hair is in a traditional bowl cut. He has a dull look in his hazel eyes.
Personality: He is filled with cunning. He likes to feign weakness letting people think he is weak. He has the money to obtain near anything and knows that if you pay a man enough he will sell his own mother. Money is his most trusted friend.
History: He was born several months after his father was called into army service. Being born in the south, 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 south 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 east. He has since lost track of the people in his past.
Motivation: Regain custody of his daughter; and to reunite with his absent father
Ideals: Athletic. Flaws: Secretive. Bonds: Rich, Military, Family. Occupation: Mayor
Voice: Breathy voice
Attributes [hide]
Medium (6'3") Human, Neutral Good (CR 4)
Armor Class 11
Hit Points 35 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 13 (+1) | 13 (+1) | 7 (-2) | 11 (+0) | 11 (+0) |
Senses Passive Perception 10
Languages Common
Attacks Melee +3 / 1d10+1, Ranged +3 / 1d10+1, Grapple +1
Possessions: 45000 sp.
Charles Easton, Male Human [Permalink]
Personal [hide]
Description: A man with a calm yet intense air about him, he wears a green vest and prefers blue and black shirts. His boots appear to have been at one point steel toed but are quite worn down. His long auburn hair reaches down to his waist. His amber eyes are passionate and lively.
Personality: He dislikes all the random violence that takes place in the south. He takes great joy in being the best Dyer in town.
History: He was born to a criminal king-pin and mafia family When he was little, his rather wealthy family often ventured across the desert 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 desert due to the painful memories there. Charles took refuge in the large cave and found the beat up kukri and armor he uses now. He has drifted from career to career and currently works as a Dyer.
Motivation: He is unsatisfied with his job.
Ideals: Pacifist. Flaws: Ugly. Bonds: Job, Criminal record, Nature. Occupation: Dyer
Voice: Tuts and clicks tongue
Attributes [hide]
Medium (5'6") Human, True Neutral (CR 3)
Armor Class 7
Hit Points 22 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 5 (-3) | 12 (+1) | 12 (+1) | 15 (+2) | 15 (+2) |
Senses Passive Perception 12
Languages Common, Undercommon
Attacks Melee +6 / 1d8+4, Ranged -1 / 1d8-3, Grapple +4
Possessions: 300 gp.
Robert Tickle, Male Human [Permalink]
Personal [hide]
Description: He wears long strands of jet and short tan dresses (or suits) accompanied by the proper stockings and shoes, with gloves of varying lengths. He carries with him a set of scimitars on his belt, each one with a jet on the hilt. Sporting a white mohawk and bushy mustache this man's hair draws a lot of attention. He wears an eyepatch.
Personality: He has a good heart but also a terrible temper. He will forgive often but not before yelling and berating someone for whatever they have done wrong. 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 into a rich family. He has chosen to use the inheritance that was left to him frivolously. He has built up a small fortune and can afford his own way.
Motivation: He is greedy.
Ideals: Fighting, Philantrophist. Flaws: Ugly, Antagonistic. Bonds: Rich. Occupation: Servant
Voice: Hard of hearing, loud
Attributes [hide]
Medium (5'2") Human, Lawful Neutral (CR 3)
Armor Class 11
Hit Points 27 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 12 (+1) | 10 (+0) | 11 (+0) | 11 (+0) | 17 (+3) |
Senses Passive Perception 10
Languages Common
Attacks Melee +1 / 1d8-1, Ranged +3 / 1d8+1, Grapple +1
Possessions: 400 gp.
Rolf Shelby, Male Human [Permalink]
Personal [hide]
Description: Standing 5'2", this man has the majority of his body covered in plate. His deerstalker hat is riddled with cuts and holes. His eyes, though not visible through his cowl, are hazel.
Personality: He is overprotective of those who hire his services. He is cautious and jumpy. He reacts to every sound and lacks any concept of subtlety.
History: Rolf was born in the south. At a young age he loved to build and create. In his 12th year, while out on a day-trip, he returned to find his hometown burning and destroyed. He found his mother impaled in their home, and his father beheaded. He saw the man who walked out, and charged him in a blind rage. The man easily evaded and defeated him, leaving him to live broken and terrified. One night he noticed a nearby shooting star which he hiked out to see where it landed. It turned out to be an ancient artifact of some kind. He has done his darndest to repair it but it is currently non-functional.
Motivation: To protect his home; and he is wracked by social anxiety
Ideals: Persistence. Flaws: Ugly, Fearful. Bonds: Guardian. Occupation: Dyer
Voice: Mousy voice
Attributes [hide]
Medium (5'2") Human, Neutral Evil (CR 3)
Armor Class 11
Hit Points 22 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 13 (+1) | 11 (+0) | 15 (+2) | 11 (+0) | 12 (+1) |
Senses Passive Perception 10
Languages Common, Abyssal, Druidic
Attacks Melee +4 / 1d8+2, Ranged +3 / 1d8+1, Grapple +2
Possessions: 7000 cp.
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