Dustin Denholm, Male Human [Permalink]
Personal [hide]
Description: His right thumb is blackened and bruised, but otherwise he appears quite healthy. He likes to wear darkened spectacles and heavy clothing, no matter the weather. His moppish brown hair is in a traditional bowl cut. His hazel eyes are desperate and heavily dilated. He has the appearance of someone under the heavy influence of drugs.
Personality: Eccentric and domineering, Dustin will drive conversation. His actions favor neither the good nor the evil, as he answers to a power that mortal men fail to acknowledge.
History: Heir to a fortune, his parents put a great deal of effort into curing his disease. A freak accident while working with his Detective father left him crippled. He has built up a small fortune and can afford his own way.
Motivation: He has money and likes to spend it; and money/treasure
Ideals: Extrovert. Flaws: Addict, Disease. Bonds: Religious, Rich. Occupation: Jeweler
Voice: Speaks with lips pursed
Attributes [hide]
Medium (5'9") Human, Chaotic Neutral (CR 3)
Armor Class 11
Hit Points 19 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 13 (+1) | 13 (+1) | 16 (+3) | 12 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common, Giant, Druidic, Draconic
Attacks Melee +3 / 1d8+1, Ranged +3 / 1d8+1, Grapple +1
Possessions: 400 gp. Aquamarine (400 gp). Red spinel (100 gp).
Jocelyn Rutland, Male Human [Permalink]
Personal [hide]
Description: A moderately attractive man, he wears baggy black pantaloons and a pastel scarf. His auburn hair, when down, is lengthy. His face is feral with sharp distinguishing features. His spectacle hidden eyes are a deep hazel.
Personality: He has two modes he varies between. On the job he is cold, steely and emotionless. Off the job he is a party animal. Only to laugh say gotcha and shoot double pistol fingers at the fooled target.
History: He was a bastard born out of an affair, and his father always resented and mistreated him for it out of spite. He inherited a moderately successful company from his father. Under his leadership it has flourished, and using capital from his venture he effectively owns an entire region. He inherited the family business which he has now maintained for 2 years.
Motivation: To be a Layabout again; and he is unsatisfied with his job
Ideals: Joker. Flaws: Antagonistic. Bonds: Attractive, Job, Rich. Occupation: Shipwright
Voice: Speaks with squeezed throat
Attributes [hide]
Medium (5'5") Human, Chaotic Neutral (CR 4)
Armor Class 9
Hit Points 34 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 9 (-1) | 13 (+1) | 12 (+1) | 13 (+1) | 9 (-1) |
Senses Passive Perception 11
Languages Common, Dwarven
Attacks Melee +5 / 1d10+3, Ranged +1 / 1d10-1, Grapple +3
Possessions: Just what you see.
Trym Davenport, Male Human [Permalink]
Personal [hide]
Description: The light-skinned man stands 5'2" and wears just a black suit. He has a auburn handlebar mustache and slicked back auburn hair. His face possesses mild wrinkles. His smile is extraordinarily sincere though he does not smile often.
Personality: Trym hangs on like a leech to those who appreciate him. It was this clingy personality that held back his dancing career. He has a minor phobia of water and hates getting wet.
History: His mother raised him in a mountain cabin. When he was little, his rather wealthy family often ventured across the plains to a summer home near a old dungeon. He would wander through that old dungeon 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 plains due to the painful memories there. Trym took refuge in the old dungeon and found the beat up greataxe and armor he uses now. He has worked as a Sage like his father before him.
Motivation: To pay off his debts; and he feels threatened by others
Ideals: Artistic. Flaws: Fearful. Bonds: Nature, Job, Debt. Occupation: Sage
Voice: Soothing and warm
Attributes [hide]
Medium (5'2") Human, Chaotic Good (CR 4)
Armor Class 9
Hit Points 28 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 9 (-1) | 10 (+0) | 18 (+4) | 15 (+2) | 16 (+3) |
Senses Passive Perception 12
Languages Common, Orc, Undercommon, Goblin, Abyssal
Attacks Melee +2 / 1d10+0, Ranged +1 / 1d10-1, Grapple +0
Possessions: 100 gp.
Arnold Thorpe, Male Human [Permalink]
Personal [hide]
Description: He wears an amalgamation of clothes and depending on the season will wear more layers of the continuing hodge podge. His skin is fair and his fingers are delicate and long. His blonde hair is still thick. His voice is smooth and creepy, always level, but somehow just slightly unnerving.
Personality: He is quite rude, and likes to deride his opponents skill and shout insults at them. He would rather hide behind his crafts than deal with other people.
History: He is a Lamia in disguise. He made a point of taking high paying jobs and getting most of it up front. He spent several years traveling with his friend, before both settled down to enjoy the fruits of their adventures.
Motivation: Meet up once more with his childhood friend; and he desires power and/or immortality
Ideals: Artistic. Flaws: Insane, Antagonistic, Shy. Bonds: Adventurer, Slave. Occupation: Architect
Voice: Scottish accent
Attributes [hide]
Medium (5'1") Human, Chaotic Evil (CR 3)
Armor Class 14
Hit Points 29 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 18 (+4) | 16 (+3) | 15 (+2) | 9 (-1) | 16 (+3) |
Senses Passive Perception 9
Languages Common, Dwarven, Auran
Attacks Melee +5 / 1d8+3, Ranged +6 / 1d8+4, Grapple +6
Possessions: 200 gp.
Gerald Harrington, Male Human [Permalink]
Personal [hide]
Description: Runty and weak-looking, he is well dressed, but even with his fine clothing he looks run-down. His silver hair is lengthy. His eyes are a pleasant hazel.
Personality: In the realm of puns, he cannot help himself. He feels obliged to make them. He always tries to repair and not replace. It was this mentality that drove him into the Unemployed business.
History: The child of northern immigrants he idolized his mother. Gerald was born on a far northern mountains where he grew up under the tutelage of his mother, an expert Unemployed. He moves from town to town, unable to find a place to settle.
Motivation: His name or reputation has been wronged in the past by goblins, and he desires to right it; and to reunite with his absent mother
Ideals: Joker, Persistence. Flaws: Ugly. Bonds: Poor, Immigrant. Occupation: Unemployed
Voice: Low rumbling, strings words together
Attributes [hide]
Medium (5'10") Human, Neutral Good (CR 3)
Armor Class 8
Hit Points 24 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 7 (-2) | 14 (+2) | 10 (+0) | 12 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +0 / 1d8-2, Grapple +3
Possessions: 1100 sp.
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