Gerard Eastoft, Male Human [Permalink]
Personal [hide]
Description: He is in excellent shape and tends to wear a large brown jacket. He keeps his red hair in a flapper bob. He has gray eyes and a brown hat with a tan feather.
Personality: He trusts no one. He is not readily capable for forgiveness and his ire never leaves him. He has a taste for the finer things and spends a great deal of money on luxuries, some more exotic than others.
History: Gifted from a young age, Gerard studied abroad. He struck it rich when he found rare goods in large quantities. He became a plane-shifter, and is stopping over on this plane for a brief visit.
Motivation: To reunite with his old friends.
Ideals: Athletic, Gifted. Flaws: Antagonistic. Bonds: Rich, Adventurer. Occupation: Herbalist
Voice: Uses sign language
Attributes [hide]
Medium (6'4") Human, Lawful Evil (CR 3)
Armor Class 13
Hit Points 17 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 16 (+3) | 6 (-2) | 13 (+1) | 11 (+0) | 9 (-1) |
Senses Passive Perception 10
Languages Common, Gnoll
Attacks Melee +3 / 1d8+1, Ranged +5 / 1d8+3, Grapple +3
Possessions: 900 sp. 2 Antitoxin. 3 Alchemist’s fire. 2 Antitoxin.
Thomas Gentry, Male Human [Permalink]
Personal [hide]
Description: His skin has the orange glow of too much sun. He wears a black costume with the symbols of death on his torso. His hair is cut close to his head. His face possesses mild wrinkles. His smile is extraordinarily sincere though he does not smile often.
Personality: He barks his statements quickly and with little fuss. He prefers small words and is at his heart utilitarian. The war was a terrible time for him, and Thomas does not often speak of it. When he does, he does so with a strained expression and tears in his eyes.
History: He got into the Stableman business at a young age. When money was particularly tight he was walking through alleys when he overheard a Stableman hiring some criminals to sabotage a competitor. He made his way to the other competitor and parlayed his knowledge into a job. He tends to his Stableman job now, and dutifully fulfills any obligations he has.
Motivation: He loathes his own lifestyle; and balancing his hectic life and new stableman responsibilities is difficult
Flaws: Terse, Depressed. Bonds: Military, Job, Poor. Occupation: Stableman
Voice: Speaks with a cold
Attributes [hide]
Medium (5'4") Human, Chaotic Good (CR 3)
Armor Class 12
Hit Points 19 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 14 (+2) | 9 (-1) | 7 (-2) | 10 (+0) | 11 (+0) |
Senses Passive Perception 10
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +4 / 1d8+2, Grapple +1
Possessions: 1700 sp.
Roger Marston, Male Human [Permalink]
Personal [hide]
Description: This malnourished man wears a red costume with the symbols of death on his torso. His white hair is styled in orderly dreadlocks. His eyes are violet.
Personality: He is a very philanthropic person; he spends his free time working at various soup kitchens. He cannot deal with unfamiliar people for more than a few minutes at a time and if they persist he will grow angry at them.
History: Born in a small village he learned the ways of the warrior from his mother. His family was turned out during the war. He and his family wandered east to less war torn lands. After a long history of fighting, Roger and his spouse have recently divorced.
Motivation: To fight the greatest warriors and to fight in the greatest battles ever; and he's repulsed by the pc
Ideals: Philantrophist, Fighting. Flaws: Antagonistic, PTSD. Bonds: Poor. Occupation: Miner
Voice: Aggressive tone
Attributes [hide]
Medium (6'6") Human, Neutral Good (CR 3)
Armor Class 12
Hit Points 31 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 15 (+2) | 12 (+1) | 13 (+1) | 11 (+0) | 6 (-2) |
Senses Passive Perception 10
Languages Common, Dwarven
Attacks Melee +4 / 1d8+2, Ranged +4 / 1d8+2, Grapple +2
Possessions: 400 gp.
Justin Deighton, Male Human [Permalink]
Personal [hide]
Description: He wears a yellow vest with golden trim over his white shirt. His brown leather gloves and pants are well-kept, and his yellow boots flare out at the collars. His skin is fair and his fingers are delicate and long. He has dyed his greying white hair a little too much giving a sharp white color. His brown unseeing eyes seem to look past you.
Personality: He is erratic and paranoid. He believes brigands are coming to abduct people. He works hard and plays hard.
History: A powerful necromancer made him what he is. A freak accident while working with his Barber mother left him crippled. He has taken up leadership of the village's small militia in response to brigands demanding more tribute than usual.
Motivation: Someone believes him a fraud; and he is compelled to act according to his religious beliefs
Flaws: Disease, Hedonist. Bonds: Enemies, Mentor, Religious. Occupation: Locksmith
Voice: Scandinavian accent
Attributes [hide]
Medium (6'3") Human, Lawful Good (CR 3)
Armor Class 8
Hit Points 25 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 7 (-2) | 10 (+0) | 6 (-2) | 16 (+3) | 13 (+1) |
Senses Passive Perception 13
Languages Common
Attacks Melee +2 / 1d8+0, Ranged +0 / 1d8-2, Grapple +5
Possessions: 6 Acid flasks. 1 Tanglefoot bags. 1 Tanglefoot bags.
Odo Emsworth, 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. He carries with him a set of quarterstaffs on his belt, each one with a sapphire on the hilt. He keeps his blonde hair in a flapper bob. His fair skin shows little sign of his aristocratic breeding.
Personality: He tends to agree with only himself unless someone else's opinion sounds like he can profit from it. He tries to control his temper but he can't always stop himself from what he feels what must be done. When triggered he is a bloodthirsty maniac, stopping at nothing and killing everything for almost an hour.
History: The child of southern immigrants he idolized his father. His parents died when he was young, and he was unceremoniously dumped in the city orphanage. Odo 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 Odo. Being a Mayor kept his interest for a while, but then he became depressed and bored. So he turned to a secret life of crime, taking increasingly more risks and challenges.
Motivation: Seeks redemption; and 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
Ideals: Fighting. Flaws: Antagonistic, Insane. Bonds: Attractive, Criminal record, Immigrant. Occupation: Mayor
Voice: High pitched, excited
Attributes [hide]
Medium (6'0") Human, Lawful Evil (CR 3)
Armor Class 10
Hit Points 26 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 10 (+0) | 15 (+2) | 12 (+1) | 16 (+3) | 13 (+1) |
Senses Passive Perception 13
Languages Common, Aquan
Attacks Melee +5 / 1d8+3, Ranged +2 / 1d8+0, Grapple +3
Possessions: 200 gp. Zircon (20 gp). Bloodstone (20 gp). 2 Thunderstones. 1 Everburning torch.
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