Don Dudley, Male Human [Permalink]
Personal [hide]
Description: What flesh remains visible is marred by burns. He is well dressed, but even with his fine clothing he looks run-down. His hair is white and curly. His otherwise smooth face is marked with small tiny scars.
Personality: Quiet and reserved he prefers to listen than to talk. He will nod occasionally and communicate nonverbally. Don is a bit of a follower. Usually he is manipulated by his sisters into helping them out, but recently he has become more of a free agent.
History: A child with a great deal of painting talent his parents made sure he got the chance to thrive. After coming to the age of reason, Don took it upon himself to study the druidic arts in their entirety; because of this, he was labeled a dark omen and banished from his homeland. He was recently attacked on the road and savagely beaten by bandits.
Motivation: Marry his sister to traveling adventurers; and wants to raise his children well
Ideals: Artistic, Gifted. Flaws: Ugly, Shy. Bonds: Family. Occupation: Gardener
Voice: Uses lots of figures of speech
Attributes [hide]
Medium (5'6") Human, Lawful Neutral (CR 3)
Armor Class 12
Hit Points 32 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
6 (-2) | 14 (+2) | 15 (+2) | 13 (+1) | 8 (-1) | 13 (+1) |
Senses Passive Perception 9
Languages Common, Auran
Attacks Melee +0 / 1d8-2, Ranged +4 / 1d8+2, Grapple +2
Possessions: 1 Masterwork Common Melee. 1 Masterwork Common Melee. 1 Masterwork Common Melee.
Anthony Stapleton, Male Human [Permalink]
Personal [hide]
Description: This northern man's face is deformed and paralyzed on one side. As such, he slurs his words together. He has a large grey mantle and cape that has been intricately interwoven into his white robe. His chestnut hair is lengthy. His brown eyes dart from person to person to random spaces in the air.
Personality: He is overprotective of those who hire his services. He is often prim and proper but will on occasion tell either really disgusting or offensive jokes, which seem out of character.
History: He was raised in a island tribe. A gifted student he started as a Carter, but he got bored and became a Performer. He has gone from town to town till he finds a spot where he can set up a sustainable business.
Motivation: Balancing his hectic life and new Performer responsibilities is difficult.
Ideals: Joker. Flaws: Ugly. Bonds: Guardian, Nature, Job. Occupation: Performer
Voice: Rhymes sentences (sorry)
Attributes [hide]
Medium (6'3") Human, Chaotic Neutral (CR 3)
Armor Class 11
Hit Points 20 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 13 (+1) | 12 (+1) | 15 (+2) | 12 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common, Auran, Gnome
Attacks Melee +5 / 1d8+3, Ranged +3 / 1d8+1, Grapple +3
Possessions: 400 gp.
Adelard Wesley, Male Human [Permalink]
Personal [hide]
Description: He wears a simple red robe with brown stripes complete with hood, and carries maces. His black hair is thinning but still full. His amber eyes dart from person to person.
Personality: His tongue was cut out and he uses sign language. He moves from fascination to fascination almost instantaneously. If something can keep his interest for a month it is impressive.
History: He was born in a small island village. Through the years after Adelard was born, his father became increasingly distant from his family, instead choosing to pursue power in the south. Adelard's father didn't care for him much, and the feeling was mutual. He bought a mace and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: He's repulsed by the PC.
Ideals: Fighting. Flaws: Disease, Hedonist, Antagonistic. Bonds: Nature. Occupation: Laborer
Voice: Timid voice
Attributes [hide]
Medium (6'2") Human, Chaotic Evil (CR 3)
Armor Class 12
Hit Points 24 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 15 (+2) | 15 (+2) | 7 (-2) | 13 (+1) | 16 (+3) |
Senses Passive Perception 11
Languages Common
Attacks Melee +4 / 1d8+2, Ranged +4 / 1d8+2, Grapple +2
Possessions: 400 gp.
Gomory Kenley, Male Human [Permalink]
Personal [hide]
Description: A well shaped man just over fifty, he is wearing a perfectly clean shirt and pair of pants. He keeps his black hair in a pixie cut. This amber eyed westerner is not easily forgotten.
Personality: He has schizophrenia that causes him to hear things that aren't there and will sometimes respond to them. He can see the true alignment of people by looking at them, and uses this to pass judgement.
History: He comes from a rich western family. He has chosen to use the inheritance that was left to him frivolously. He routinely visits covens of witches but complains that many are fraudulent and lack true knowledge of magic.
Motivation: He is compelled to act according to his religious beliefs; and he is greedy
Ideals: Gifted, Logical. Flaws: Disease. Bonds: Attractive, Rich, Religious. Occupation: Assassin
Voice: Scandinavian accent
Attributes [hide]
Medium (6'2") Human, True Neutral (CR 3)
Armor Class 12
Hit Points 30 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 15 (+2) | 14 (+2) | 6 (-2) | 17 (+3) | 14 (+2) |
Senses Passive Perception 13
Languages Common
Attacks Melee +2 / 1d8+0, Ranged +4 / 1d8+2, Grapple +2
Possessions: 19000 cp. 1 Masterwork Common Melee.
William Axton, Male Human [Permalink]
Personal [hide]
Description: This man wears black robes with leather pauldrons. Though occasionally he wears more armor. He prefers to carry a whip, but if one is not available he will default to his quarterstaff. He is muscular with a powerful set of arms. His hair is greying and his face has many wrinkles. He tend to wears goggles to shield his eyes.
Personality: Aside from being a little slow due to sleep deprivation he is generally quite perceptive. He notices little details and can draw good conclusions from them. He tends to be very friendly, and is drawn to music, the smells of food and wine, and out-door festivals.
History: He served in the navy to pay for his family's outstanding loans. His parents died when he was young, and he was unceremoniously dumped in the city orphanage. William grew up in the orphanage, tormented by the older kids and famished from lack of food. To avoid death by starvation, most orphans take to a life of crime or prostitution (often both), and so did William. 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.
Ideals: Optimist. Flaws: Insomniac. Bonds: Military, Criminal record. Occupation: Navigator
Voice: Hissing voice
Attributes [hide]
Medium (6'0") Human, Chaotic Evil (CR 5)
Armor Class 12
Hit Points 42 (5d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 14 (+2) | 16 (+3) | 12 (+1) | 12 (+1) | 10 (+0) |
Senses Passive Perception 11
Languages Common, Druidic
Attacks Melee +6 / 2d4+3, Ranged +5 / 2d4+2, Grapple +4
Possessions: 6000 sp. Chrysoberyl (110 gp). 1 Banded mail. 1 Masterwork studded leather.
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