Robert Hackney, Male Human [Permalink]
Personal [hide]
Description: He likes to wear white tank tops with black pants. He is bristling with hidden weapons, mostly rapiers and daggers. His head has been shaved. He is baby faced.
Personality: He is inclined to make off color jokes and interpret anything that could be construed as such as innuendo. 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: Born in the north his family was never financially stable. His father was very strict, and drilled into him lessons on being the perfect gentleman. He used his abilities to trick people and travel the world for free.
Motivation: He feels that his past leaves him morally obligated to help; and a rival would like him out of the picture
Ideals: Joker, Impeccable. Flaws: Ugly. Bonds: Criminal record, Poor. Occupation: Miner
Voice: Indian accent
Attributes [hide]
Medium (5'0") Human, True Neutral (CR 4)
Armor Class 9
Hit Points 40 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 9 (-1) | 14 (+2) | 9 (-1) | 9 (-1) | 10 (+0) |
Senses Passive Perception 12
Languages Common
Attacks Melee +5 / 1d10+3, Ranged +1 / 1d10-1, Grapple +3
Possessions: 48000 sp. 1 Tanglefoot bags. 1 Everburning torch.
Shane Fulton, Male Human [Permalink]
Personal [hide]
Description: He is a paragon of his species. He is larger and stronger than most Humans. His skin is light but he possesses many tan ritualistic tattoos. He wears a white armored body suit, with a simple tan line shooting up and back down. He has red hair. His eyes, though not visible through his cowl, are green.
Personality: Soft-spoken and well mannered, he has an amazing amount of patience and a slow boiling temper. He loves his children and doesn't want them to worry about him. He loves to share his writing with anyone who is interested.
History: Born in the west to a Carter, Shane learned a great deal about his mother's area of expertise. Like his mother and his sister before him, after school he went straight into learning to become a Carter. When his spouse passed he lost his only source of income but claims to his daughters to still be retired.
Motivation: Balancing his hectic life and new Carter responsibilities is difficult; and regain custody of his daughter
Ideals: Disciplined, Artistic. Bonds: Family, Job. Occupation: Carter
Voice: Posh accent
Attributes [hide]
Medium (6'2") Human, Chaotic Neutral (CR 4)
Armor Class 11
Hit Points 31 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
6 (-2) | 13 (+1) | 13 (+1) | 11 (+0) | 12 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common
Attacks Melee +0 / 1d10-2, Ranged +3 / 1d10+1, Grapple +1
Possessions: 1 Half-Plate. 1 Buckler. 1 Chain shirt. 1 Half-Plate.
Manfred Shelly, Male Human [Permalink]
Personal [hide]
Description: He is well dressed, constantly wearing a grey suit, brown shirt, and black tie. He cuts an attractive figure and his suit of old armor is well cared for even if it is obsolete. His white hair is well kept and his bushy mustache is tapered upwards at the ends. He wears round tiny glasses practically rammed into his face.
Personality: He is fixated on the number 71. 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. His actions favor neither the good nor the evil, as he answers to a power that mortal men fail to acknowledge.
History: He was born into a rich family. While he appears to be a normal Human, he's... not quite right. Perhaps he's slightly insane, or otherwise so mentally alien to the rest of the world that he plain doesn't fit in. 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 has a rivalry with the Church that dominates his actions.
Flaws: Insane. Bonds: Attractive, Religious, Rich. Occupation: Knight
Voice: Booming voice
Attributes [hide]
Medium (5'7") Human, Chaotic Evil (CR 3)
Armor Class 12
Hit Points 30 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 15 (+2) | 16 (+3) | 11 (+0) | 9 (-1) | 15 (+2) |
Senses Passive Perception 9
Languages Common
Attacks Melee +4 / 1d8+2, Ranged +4 / 1d8+2, Grapple +2
Possessions: 400 gp. Banded agate (10 gp). Golden pearl (140 gp). Chalcedony (70 gp).
Jocelyn Brixton, Male Human [Permalink]
Personal [hide]
Description: A plain young-adult man, he likes to wear darkened spectacles and heavy clothing, no matter the weather. He keeps his white hair in a pixie cut. His green unseeing eyes seem to look past you.
Personality: He's a bit of a prankster. He knows he is clumsy and seen as such and will often feign amnesia after injury. He spends most of his days drinking in the Inn, the rowdiest and most dangerous establishment in town. There he gambles, wrestles and listens to stories told by travelers.
History: He was raised in a mountains tribe. His father was supposedly a charlatan fortune teller, but he insists his father was legitimate. He now travels the world, in search of power and loot.
Motivation: He's looking for his big break.
Ideals: Joker. Flaws: Disease. Bonds: Adventurer, Nature, Religious. Occupation: Dilettante
Voice: Boston accent
Attributes [hide]
Medium (5'7") Human, Neutral Good (CR 3)
Armor Class 12
Hit Points 29 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
7 (-2) | 15 (+2) | 13 (+1) | 11 (+0) | 8 (-1) | 13 (+1) |
Senses Passive Perception 9
Languages Common
Attacks Melee +0 / 1d8-2, Ranged +4 / 1d8+2, Grapple +3
Possessions: 400 gp. 1 Masterwork Uncommon Weapon. 1 Masterwork Common Ranged Weapon.
William Spaulding, Male Human [Permalink]
Personal [hide]
Description: This malnourished man wears dull yellow sweaters, loose grey pants, and alligator leather shoes. Beneath his sweater he keeps a concealed sword, just in case. He has chestnut hair. His fierce gray eyes like to dwell on things.
Personality: He is erratic and paranoid. He believes dire rats are coming to abduct people. The war was a terrible time for him, and William does not often speak of it. When he does, he does so with a strained expression and tears in his eyes.
History: Sold as a small child to a wizard, William was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. When money was particularly tight he was walking through alleys when he overheard a Jeweler hiring some criminals to sabotage a competitor. He made his way to the other competitor and parlayed his knowledge into a job. He has taken up leadership of the village's small militia in response to dire rats demanding more tribute than usual.
Motivation: He feels kind of lost in life; and someone believes him a fraud
Flaws: Depressed. Bonds: Poor, Enemies, Military, Mentor. Occupation: Jeweler
Voice: Australian accent
Attributes [hide]
Medium (5'4") Human, True Neutral (CR 3)
Armor Class 11
Hit Points 20 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 12 (+1) | 13 (+1) | 14 (+2) | 13 (+1) | 10 (+0) |
Senses Passive Perception 11
Languages Common, Terran, Undercommon
Attacks Melee +2 / 1d8+0, Ranged +3 / 1d8+1, Grapple +1
Possessions: 14000 cp. Lapis lazuli (13 gp). Chrysoprase (70 gp).
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