Gunter Cholmondeley, Male Human [Permalink]
Personal [hide]
Description: He is a mite stocky and wears black leather gloves, a black jacket, and tight pants. His black hair is heavily combed to the right. He wears a mask on his face.
Personality: He likes to brag about his accomplishments and constantly tries to beat others to the punch. He does not believe in violence as a means to an end. He is a dedicated Ruler but believes his peers are too gung-ho.
History: He got into the Ruler business at a young age. When Gunter reached his early adolescence his Human father passed away. Feeling disconnected from the small nearby village afterwards, he decided to travel. His rounds led him into the Army with a few individuals who would become his life-long companions. He has set out to sabotage the competition.
Motivation: To share knowledge with the world; and expand his business
Ideals: Passionate, Pacifist, Logical. Bonds: Job, Military. Occupation: Ruler
Voice: Russian accent
Attributes [hide]
Medium (5'1") Human, Lawful Evil (CR 4)
Armor Class 11
Hit Points 25 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 12 (+1) | 9 (-1) | 13 (+1) | 16 (+3) | 15 (+2) |
Senses Passive Perception 13
Languages Common, Sylvan
Attacks Melee +2 / 1d10+0, Ranged +3 / 1d10+1, Grapple +1
Possessions: 1 Minor magic item.
John Denholm, Male Human [Permalink]
Personal [hide]
Description: He wears dull brown sweaters, loose tan pants, and alligator leather shoes. Beneath his sweater he keeps a concealed nunchaku, just in case. Sporting a brown mohawk and bushy mustache this man's hair draws a lot of attention. He is very pretty but has cold, dead eyes.
Personality: He's a bit of a prankster. He knows he is clumsy and seen as such and will often feign amnesia after injury. He can't help but pocket interesting objects he comes across
History: Gifted from a young age, John studied abroad. When he was little, his rather wealthy family often ventured across the plains to a summer home near a large cave. He would wander through that large cave 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. John took refuge in the large cave and found the beat up nunchaku and armor he uses now. He bought a nunchaku and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: He is being blackmailed/forced/etc and this influences his actions; and he has comitted a past crime that haunts him to this day
Ideals: Joker, Gifted. Bonds: Attractive, Criminal record, Nature. Occupation: Architect
Voice: Deep voice with rolling R's
Attributes [hide]
Medium (5'11") Human, True Neutral (CR 3)
Armor Class 13
Hit Points 21 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 17 (+3) | 11 (+0) | 16 (+3) | 8 (-1) | 7 (-2) |
Senses Passive Perception 9
Languages Common, Undercommon, Aquan, Dwarven
Attacks Melee +3 / 1d8+1, Ranged +5 / 1d8+3, Grapple +3
Possessions: 400 gp. Amethyst (100 gp). Red-brown spinel (100 gp).
Gerard Ogden, Male Human [Permalink]
Personal [hide]
Description: The light-skinned man stands 5'7" and wears rags and sports a simple walking cane. With a patchy red beard and wild red hair. His face is full, his cheeks are rosy, and he always seems to sport a perfect smile and a twinkle in his violet eyes.
Personality: He is filled with cunning. He likes to feign weakness letting people think he is weak. More though he will beg to come along on any journeys. He will attempt to stowaway on any ship he can in the hopes that it will get him further away.
History: Born the oldest of a large religious eastern family, he was no stranger to responsibility. When he came of age, he joined a caravan that would eventually take him to the capital. He would practice along the way and, when he arrived, be apprenticed to a Marshal. He guards a vault combo very seriously as well as the key needed to open it.
Motivation: He'd like to take his coworkers down a peg; and he has a rivalry with the church that dominates his actions
Flaws: Secretive. Bonds: Poor, Attractive, Slave, Religious, Job. Occupation: Marshal
Voice: Slurs words
Attributes [hide]
Medium (5'7") Human, Chaotic Neutral (CR 3)
Armor Class 10
Hit Points 29 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 10 (+0) | 12 (+1) | 12 (+1) | 13 (+1) | 11 (+0) |
Senses Passive Perception 13
Languages Common, Goblin
Attacks Melee +2 / 1d8+0, Ranged +2 / 1d8+0, Grapple +0
Possessions: 100 gp. Silver-plated steel longsword with jet jewel in hilt (500 gp).
Diggory Tatum, Male Human [Permalink]
Personal [hide]
Description: Runty and weak-looking, he typically wears a sleeveless long coat of deep blue leather and dull brown iron scale mail. His red hair is singed and shortened. He has a very pronounced jaw and large eyebrows. He wears rectangular glasses with silver brims.
Personality: He goes out his way to put a smile on everyone's face. There's no-one he won't accept into his heart. He is used to getting what he wants. In part because he is a meticulous planner.
History: He grew up in a lower middle class home, but living comfortably wasn't enough. A gypsy cursed him at a young age, leading to his ugly appearance. Unlike his family, who was content to work in a sleepy main town, he wanted to work in the city. He has been working here for the past few years.
Motivation: He is content.
Ideals: Optimist, Professionalism. Flaws: Ugly, Mundane. Bonds: Poor. Occupation: Stableman
Voice: Farmer accent
Attributes [hide]
Medium (5'1") Human, Chaotic Good (CR 3)
Armor Class 9
Hit Points 33 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
5 (-3) | 8 (-1) | 16 (+3) | 10 (+0) | 12 (+1) | 16 (+3) |
Senses Passive Perception 11
Languages Common
Attacks Melee -1 / 1d8-3, Ranged +1 / 1d8-1, Grapple -1
Possessions: 100 gp. Jet (100 gp). Hematite (14 gp). 1 Masterwork Common Melee. 1 Masterwork Common Ranged Weapon. 1 Masterwork Common Melee.
Robert Staurheim, Male Human [Permalink]
Personal [hide]
Description: He wears a fancy brown suit. He is portly but not overly obese. His blonde hair is cut jaggedly and amateurishly. His half smiles and amber eyes are beguiling and draw you in.
Personality: He is quite rude, and likes to deride his opponents skill and shout insults at them. He does not mind isolation but does not hate company and attempts to receive them as best as possible.
History: Born to a pair of adventurers, Robert grew up listening to his mother's many stories. From his teen years he was always beautiful and desirable, so people have always doted on him. He is searching for what he claims is his rightful reward.
Motivation: To clean up the streets; and he wants to meet his childhood hero
Ideals: Extrovert. Flaws: Antagonistic. Bonds: Attractive, Adventurer, Guardian. Occupation: Soapmaker
Voice: Sighs a lot, exhausted
Attributes [hide]
Medium (5'4") Human, Lawful Neutral (CR 3)
Armor Class 12
Hit Points 13 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 15 (+2) | 9 (-1) | 6 (-2) | 12 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common
Attacks Melee +4 / 1d8+2, Ranged +4 / 1d8+2, Grapple +2
Possessions: 1000 sp. Silver comb with moonstones (400 gp). Silver comb with moonstones (400 gp). Silver comb with moonstones (400 gp).
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