Drogo Atterton, Male Human [Permalink]
Personal [hide]
Description: Runty and weak-looking, he wears an entirely black suit with green socks and a vest with buckled shoes. He has shaved his head bald. His hazel eyes dart from person to person to random spaces in the air.
Personality: He is irascible and easily irritated. He is often prim and proper but will on occasion tell either really disgusting or offensive jokes, which seem out of character.
History: The child of a Dyer, who enjoyed hunting, Drogo was taken on many hunting expeditions. Through the years after Drogo was born, his mother became increasingly distant from his family, instead choosing to pursue power in the west. Drogo's mother didn't care for him much, and the feeling was mutual. He bought a ceremonial dagger and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: He's repulsed by the PC; and he is a bit of a kleptomaniac
Ideals: Joker. Flaws: Ugly, Antagonistic. Bonds: Poor, Nature. Occupation: Mayor
Voice: Cold and demanding tone
Attributes [hide]
Medium (6'4") Human, Chaotic Neutral (CR 3)
Armor Class 13
Hit Points 13 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 17 (+3) | 9 (-1) | 14 (+2) | 11 (+0) | 12 (+1) |
Senses Passive Perception 10
Languages Common, Auran, Gnome
Attacks Melee +3 / 1d8+1, Ranged +5 / 1d8+3, Grapple +3
Possessions: 1800 sp. 1 Average lock.
Alex Nash, Male Human [Permalink]
Personal [hide]
Description: A thin man, he clearly needs to put on some weight, but he still has a lot of muscle. He wears loose pants and a collared shirt complete with sweater beneath his coat. With a patchy white beard and wild white hair. His otherwise smooth face is marked with small tiny scars.
Personality: He likes to make people angry or surprised. On top of that he is swayed by a pretty face, and while loyalty to his employer will always come first he doesn't like to hit women.
History: He comes from a rich southern family. His parents divorced when he was young, and his mother gained full cudstody. He was regularly beaten by his mother, who blamed him for driving them apart. He now travels the world, in search of power and loot.
Motivation: Money/treasure; and he is greedy
Ideals: Athletic. Flaws: Antagonistic. Bonds: Has a crush, Adventurer, Rich. Occupation: Masseuse
Voice: pre-pubescent
Attributes [hide]
Medium (5'6") Human, Neutral Good (CR 5)
Armor Class 10
Hit Points 28 (5d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 11 (+0) | 13 (+1) | 11 (+0) | 12 (+1) | 10 (+0) |
Senses Passive Perception 11
Languages Common
Attacks Melee +6 / 2d4+3, Ranged +3 / 2d4+0, Grapple +3
Possessions: 700 gp. Chalcedony (70 gp). 1 Masterwork Common Melee. 1 Masterwork Common Ranged Weapon.
Arnold Peyton, Male Human [Permalink]
Personal [hide]
Description: He is a husky man, who wears a well pressed and immaculate suit (or dress). His long brown hair reaches down to his waist. His gray unseeing eyes seem to look past you.
Personality: He takes his job very seriously, in part because he fears he cannot get a new one. A friendly and beautiful Human, he is rarely seen without a few beauties around his arms. Though a playboy in all rights, he is no lame duck.
History: He was raised by priests from a young age. He helped his mother out around the business and became quite the natural. He has set out to sabotage the competition.
Motivation: Sabotage a competitor; and expand his business
Flaws: Disease. Bonds: Job, Attractive, Religious, Mentor. Occupation: Knight
Voice: Old thin voice
Attributes [hide]
Medium (5'3") Human, Lawful Good (CR 3)
Armor Class 11
Hit Points 13 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 12 (+1) | 7 (-2) | 11 (+0) | 8 (-1) | 12 (+1) |
Senses Passive Perception 9
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +3 / 1d8+1, Grapple +1
Possessions: 100 gp.
Godfrey Winchester, Male Human [Permalink]
Personal [hide]
Description: He is an average looking southern male in his early mid-life. He wears a robe, a symbol of magic around his neck, and a hammer on his belt. He wears a Stetson hat to cover his moderate length auburn hair. He wears round tiny glasses practically rammed into his face.
Personality: He has schizophrenia that causes him to hear things that aren't there and will sometimes respond to them. He cannot resist a sob story and will often dote over anyone who has one.
History: Sold as a small child to a necromancer, Godfrey was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. From his teen years he was always beautiful and desirable, so people have always doted on him. He now spends his time doing works of charity.
Motivation: To fight the greatest warriors and to fight in the greatest battles ever; and he has a rivalry with the church that dominates his actions
Ideals: Fighting, Philantrophist. Flaws: Disease. Bonds: Mentor, Attractive. Occupation: Seamstress
Voice: Shortens vowels
Attributes [hide]
Medium (5'10") Human, Lawful Evil (CR 3)
Armor Class 12
Hit Points 26 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 15 (+2) | 15 (+2) | 8 (-1) | 10 (+0) | 16 (+3) |
Senses Passive Perception 10
Languages Common
Attacks Melee +6 / 1d8+4, Ranged +4 / 1d8+2, Grapple +4
Possessions: 90 pp.
Thomas Compton, Male Human [Permalink]
Personal [hide]
Description: He is in excellent shape and is well dressed, constantly wearing a green suit, white shirt, and green tie. His hair is greying and his face has many wrinkles. He has a tattooed face.
Personality: He is quiet and anti-social and can barely make it a few minutes in conversation before his hampering stammer kicks in. He feeds upon the attention of others.
History: Born in the west to a Laborer, Thomas learned a great deal about his mother's area of expertise. He couldn't stand his childhood mentor and eventually formed a pact with his mentor's previously failed apprentice to rebel. When their plan failed the mentor lashed out against both of them and fled. He ran away from his former home and has been making his living as a Laborer for the past few years.
Motivation: Balancing his hectic life and new Laborer responsibilities is difficult; and wants to work out more often
Ideals: Athletic. Flaws: Shy. Bonds: Attractive, Job, Mentor. Occupation: Laborer
Voice: Australian accent
Attributes [hide]
Medium (6'6") Human, Neutral Good (CR 3)
Armor Class 9
Hit Points 29 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 9 (-1) | 14 (+2) | 14 (+2) | 15 (+2) | 12 (+1) |
Senses Passive Perception 14
Languages Common, Dwarven, Orc
Attacks Melee +5 / 1d8+3, Ranged +1 / 1d8-1, Grapple +3
Possessions: 1000 sp.
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Their contribution stands as a beacon of hope for all adventurers!
