Geoffrey Digby, Male Human [Permalink]
Personal [hide]
Description: This man is dressed in earthy colors with a tan and yellow handkerchief worn on his right side, and sports empty pouches on his belt. His long blonde hair reaches down to his waist. His fair skin shows little sign of his aristocratic breeding.
Personality: Soft-spoken and well mannered, he has an amazing amount of patience and a slow boiling temper. He also is a firm believer in the manly ideal.
History: Born in the west to a Sage, Geoffrey learned a great deal about his father's area of expertise. In his 16th year, his parents were killed by a gnolls raid, leaving Geoffrey alone in the world. After a stint in an orphanage, he was adopted. He ran away from his former home and has been making his living as a Sage for the past few years.
Motivation: Obtaining odd cultural Human artifacts is his passion; and to be a fisher again
Ideals: Disciplined. Flaws: Impulsive. Bonds: Attractive, Job, Enemies, Adventurer. Occupation: Sage
Voice: Low and grunting
Attributes [hide]
Medium (6'5") Human, Lawful Neutral (CR 5)
Armor Class 13
Hit Points 31 (5d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 16 (+3) | 9 (-1) | 11 (+0) | 18 (+4) | 17 (+3) |
Senses Passive Perception 17
Languages Common
Attacks Melee +7 / 2d4+4, Ranged +6 / 2d4+3, Grapple +4
Possessions: Golden yellow topaz (1500 gp). 1 Minor magic item.
Ernest Dumph, Male Human [Permalink]
Personal [hide]
Description: This man is moderately tanned and has just the faintest trace of an accent. He is well dressed, but even with his fine clothing he looks run-down. His hair, while still mostly black, has prominent grey streaks. His fair skin shows little sign of his aristocratic breeding.
Personality: He is business-like. He takes instructions and follows them to the letter. His respect, as difficult as one would find it to earn, is unwavering; those who more than prove themselves to him, a bar set well above any reasonable standard, he tolerates in varying degrees. Though less modest and more hasty in his reactions to snap at those who irritate him, Ernest is combative with any and all who dare try his patience in the slightest.
History: He was raised in a island tribe. Ernest liked to wander the woods near his home when he was young, something he still likes to do at least once a week. He never liked modest clothing or shoes, so he would wander the woods barefoot and lightly dressed, and he developed a good sense of balance and learned how to climb and swim well. He left for the west, certain he would find work there.
Motivation: He wants to get laid; and nothing but the best is good enough for him
Ideals: Professionalism, Justice. Bonds: Immigrant, Attractive, Nature. Occupation: Miller
Voice: Cold and demanding tone
Attributes [hide]
Medium (5'8") Human, Chaotic Good (CR 3)
Armor Class 13
Hit Points 31 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 16 (+3) | 16 (+3) | 13 (+1) | 8 (-1) | 9 (-1) |
Senses Passive Perception 9
Languages Common, Druidic
Attacks Melee +5 / 1d8+3, Ranged +5 / 1d8+3, Grapple +3
Possessions: 2500 sp. 2 Smokesticks. 2 Acid flasks.
Gerald Peyton, Male Human [Permalink]
Personal [hide]
Description: An imposing man with a heavy stainless steel prosthetic left leg, he wears bulky green painted plate armor. His chestnut hair is long and unkept. His eyes are blue and he is always smoking a pipe.
Personality: Eccentric and domineering, Gerald will drive conversation. He is however greedy and will demand payment and proof of collateral's value and will produce a merchant's scale to make sure he is not cheated out of a speck.
History: Gerald was born the youngest of three triplets. In his formative years he discovered how persuasive he was. He began using that to his advantage selling useless wares at inflated prices. He has been saving his money to try and buy his brother's freedom.
Motivation: His spouse's relatives view him with great suspicion; and find a way to reverse the transformation of his brother
Ideals: Extrovert, Entrepeneur. Flaws: Ugly. Bonds: Family. Occupation: Dyer
Voice: Aggressive tone
Attributes [hide]
Medium (5'3") Human, Neutral Evil (CR 3)
Armor Class 11
Hit Points 27 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 12 (+1) | 16 (+3) | 15 (+2) | 8 (-1) | 8 (-1) |
Senses Passive Perception 9
Languages Common, Gnome, Terran
Attacks Melee +2 / 1d8+0, Ranged +3 / 1d8+1, Grapple +1
Possessions: 17000 cp.
Frederick Northcott, Male Human [Permalink]
Personal [hide]
Description: This tall, slender man wears tattered old clothes. He wears his hair in dreadlocks. He has gleaming, smiling green eyes.
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. Frederick 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: He was raised in a forest tribe. 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's since become an addict/alcoholic.
Motivation: To unite with his sister.
Flaws: Ugly, Antagonistic, Addict. Bonds: Family, Nature. Occupation: Priest
Voice: Irish accent
Attributes [hide]
Medium (6'3") Human, Chaotic Evil (CR 4)
Armor Class 10
Hit Points 23 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 6 (-2) | 12 (+1) |
Senses Passive Perception 10
Languages Common
Attacks Melee +2 / 1d10+0, Ranged +2 / 1d10+0, Grapple +0
Possessions: 4000 cp. 1 Minor magic item.
Heward Tatum, Male Human [Permalink]
Personal [hide]
Description: A well shaped man just over fifty, he typically wears yellow cloth garments or leather armor. His black hair is still thick. His voice is smooth and creepy, always level, but somehow just slightly unnerving.
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. He has a hair trigger and will fly into rage over the tiniest perceived slights.
History: From birth he was tutored by a cruel and relentless mentor. His father was a soldier and died while he was still young. Heward was left his father's suit of armor and trained in its use and care. He now owns his own business.
Motivation: Expand his business; and he is not mentally stable, and does not behave rationally
Flaws: Insane, Antagonistic. Bonds: Job, Mentor, Military. Occupation: Navigator
Voice: Voice breaks
Attributes [hide]
Medium (6'6") Human, Lawful Good (CR 4)
Armor Class 9
Hit Points 33 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 9 (-1) | 18 (+4) | 14 (+2) | 13 (+1) | 15 (+2) |
Senses Passive Perception 11
Languages Common, Aquan, Orc
Attacks Melee +3 / 1d10+1, Ranged +1 / 1d10-1, Grapple +1
Possessions: 60 pp. 1 Masterwork Common Melee.
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