Hunter Charlton, Male Human [Permalink]
Personal [hide]
Description: He dresses in collared shirts and wears a proper scarf over his head. He wears a broad hat to hide his balding. His gray eyes are desperate and heavily dilated. He has the appearance of someone under the heavy influence of drugs.
Personality: He likes to make people angry or surprised. He receives visions of the future at random moments
History: Hunter 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. He became part of the deadliest team of assassins in recent memory. A botched job caused the group to be disbanded. As of late he has set up a hidden staging nest where he ambushes people he hires for escort.
Motivation: He will attempt to ambush and attack anyone he thinks he can take on alone and try to knock them out with non-lethal damage. If successful, he will try to sell them to his slave-trader contact; and he possesses a valuable artifact that the thieves guild wishes to steal
Ideals: Gifted. Flaws: Addict, Antagonistic. Bonds: Poor, Criminal record. Occupation: Painter
Voice: Adds syll-ab-les for em-pha-sis
Attributes [hide]
Medium (6'5") Human, True Neutral (CR 4)
Armor Class 12
Hit Points 25 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 15 (+2) | 9 (-1) | 9 (-1) | 11 (+0) | 12 (+1) |
Senses Passive Perception 10
Languages Common
Attacks Melee +3 / 1d10+1, Ranged +4 / 1d10+2, Grapple +2
Possessions: 22000 cp. 1 Minor magic item.
Geoffrey Yorke, Male Human [Permalink]
Personal [hide]
Description: He is wearing colorful clothing, dressed as a Adventurer, but does not cut a very imposing figure. He walks with a slouch but will stand straight to his full 5'7" when asserting himself. He sports a flattop hair cut. His brown eyes dart around the room hyper actively observing anyone and anything.
Personality: He is not truly malevolent, but he is obsessed with music. He constantly tries to fill his life with music. He uses his nature as a weapon; he likes to lead opponents to think him in distress.
History: A powerful brothel owner made him what he is. His father was supposedly a charlatan fortune teller, but he insists his father was legitimate. He was always very intelligent and has formed a secret society of freemasons.
Motivation: Revenge; and he has a rivalry with the church that dominates his actions
Ideals: Artistic. Flaws: Secretive. Bonds: Mentor, Religious, Enemies. Occupation: Adventurer
Voice: Spits words with contempt
Attributes [hide]
Medium (5'7") Human, Neutral Evil (CR 3)
Armor Class 10
Hit Points 20 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 11 (+0) | 9 (-1) | 9 (-1) | 11 (+0) | 12 (+1) |
Senses Passive Perception 10
Languages Common
Attacks Melee +5 / 1d8+3, Ranged +2 / 1d8+0, Grapple +3
Possessions: Rhodochrosite (15 gp). White pearl (70 gp).
Don Bradly, Male Human [Permalink]
Personal [hide]
Description: He wears loose pants and a collared shirt complete with sweater beneath his coat. He is physically well-built. His golden hair is cut jaggedly and amateurishly. His eyes are a pleasant hazel.
Personality: He is overprotective of those who hire his services. 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 born to a wealthy landowner in a frontier town, living a normal and happy childhood. 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 south. He has built up a small fortune and can afford his own way.
Motivation: He feels the way he acts is they only way to get by in the world; and obtaining odd cultural human artifacts is his passion
Ideals: Impeccable. Bonds: Guardian, Adventurer, Rich, Family. Occupation: Junk Dealer
Voice: Slow speaker
Attributes [hide]
Medium (5'0") Human, Chaotic Evil (CR 3)
Armor Class 10
Hit Points 33 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 10 (+0) | 14 (+2) | 13 (+1) | 13 (+1) | 10 (+0) |
Senses Passive Perception 11
Languages Common, Gnoll
Attacks Melee +5 / 1d8+3, Ranged +2 / 1d8+0, Grapple +5
Possessions: 1 Masterwork manacles. 1 Masterwork Thieves’ tools. 1 Magnifying glass.
Drogo Garfield, Male Human [Permalink]
Personal [hide]
Description: He is an attractive man, lean and moderately muscular. He wears tight fitting pants and leather jackets. He usually doesn't wear a shirt. He has done his best to style his red hair to look like a famous performer. His fierce violet eyes like to dwell on things.
Personality: He is very quiet and rarely speaks above a whisper. He has all his life been fascinated with poetry.
History: He comes from a rich eastern family. He worked as a nervous Tailor and found it very stressful. He now mingles about in high society.
Motivation: He made a deal with a demon which lead to his current lot in life, and he's becoming increasingly nervous about it; and he uses money and sex appeal to get what he needs
Ideals: Artistic. Flaws: Shy. Bonds: Attractive, Rich, Job, Debt. Occupation: Tailor
Voice: Excited and jittery
Attributes [hide]
Medium (5'2") Human, Chaotic Good (CR 3)
Armor Class 11
Hit Points 21 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 13 (+1) | 14 (+2) | 10 (+0) | 9 (-1) | 12 (+1) |
Senses Passive Perception 9
Languages Common
Attacks Melee +1 / 1d8-1, Ranged +3 / 1d8+1, Grapple +1
Possessions: 1 Masterwork Common Melee. 1 Masterwork Common Melee. 1 Masterwork Common Melee.
Trym Marston, Male Human [Permalink]
Personal [hide]
Description: He likes to wear tan tank tops with blue pants, and carries pickaxes. His auburn hair is cut short. He wears round tiny glasses practically rammed into his face.
Personality: Stoic and calm, he prefers to meditate than take action. He believes the world needs to unite to get rid of dire rats once and for all.
History: The child of a Fortune-teller, who enjoyed hunting, Trym was taken on many hunting expeditions. He graduated from the Naval Academy and went to see the world at the rank of Ensign. He advanced relatively quickly due to his good work ethic, understanding of the chain of command, and natural leadership ability. Days after completing his studies, news broke out that his hometown was attacked by dire rats. Trym was horrified and prayed that his mother was alright. However, he heard that his mother had died fighting off the dire rats.
Motivation: His name or reputation has been wronged in the past by dire rats, and he desires to right it; and several ex partners dislike his way of doing things and want revenge
Ideals: Fighting, Disciplined. Bonds: Enemies, Nature, Military. Occupation: Bricklayer
Voice: Soothing and warm
Attributes [hide]
Medium (6'2") Human, Chaotic Neutral (CR 3)
Armor Class 11
Hit Points 25 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 12 (+1) | 12 (+1) | 11 (+0) | 15 (+2) | 16 (+3) |
Senses Passive Perception 12
Languages Common
Attacks Melee +6 / 1d8+4, Ranged +3 / 1d8+1, Grapple +4
Possessions: 400 gp. 2 Antitoxin.
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