John Read, Male Human [Permalink]
Personal [hide]
Description: He is in excellent shape and wears a pastel costume with the symbols of magic on his torso. His hair, while still mostly white, has prominent grey streaks. His gray eyes dart from person to person to random spaces in the air.
Personality: John wants to be seen as a stoic, levelheaded, noble Fighter, so he tries to act the part. He does a good job, for the most part... 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 to a Bookbinder, his father struggled to pay the bills. When money was particularly tight he was walking through alleys when he overheard a Shipwright hiring some criminals to sabotage a competitor. He made his way to the other competitor and parlayed his knowledge into a job. During his travels, John and his party rested in a cavern that was (unknown to them) infused with powerful dark magic. Upon awakening, John discovered the rest of his party dead, transformed into horrible, mindless undead versions of their former selves. John fled the cavern, stopping for breath at a small pool, and only then realizing his own horrible transformation.
Motivation: He is content.
Ideals: Athletic, Disciplined, Fighting. Flaws: Antagonistic. Bonds: Poor. Occupation: Shipwright
Voice: Complex vocabulary, royal
Attributes [hide]
Medium (6'2") Human, Chaotic Neutral (CR 4)
Armor Class 11
Hit Points 21 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 13 (+1) | 9 (-1) | 11 (+0) | 7 (-2) | 14 (+2) |
Senses Passive Perception 8
Languages Common
Attacks Melee +5 / 1d10+3, Ranged +3 / 1d10+1, Grapple +3
Possessions: 100 gp.
Guy Hadley, Male Human [Permalink]
Personal [hide]
Description: He appears as an extremely gaunt Human, and stands approximately 5'5". He wears a simple burlap shirt and baggy pants. He conceals his dagger with his veritable burlap sack of a shirt, and his gloved hand is found clutching a dagger. His golden hair is still thick. His eyes, though not visible through his cowl, are violet.
Personality: He likes to fabricate stories about his past exploits and how crazy he is, but in actuality he is rather bland. He also has developed a complete distrust of the Mortician profession.
History: Born the oldest of a large religious eastern family, he was no stranger to responsibility. A gifted student he started as a Mortician, but he got bored and became a Stableman. He remains aloof and afraid to be himself due to all the ideals others have placed upon him.
Motivation: He is content.
Flaws: Mundane, Shy. Bonds: Job, Religious. Occupation: Stableman
Voice: Can't modulate volume
Attributes [hide]
Medium (5'5") Human, Lawful Good (CR 4)
Armor Class 13
Hit Points 32 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 17 (+3) | 15 (+2) | 17 (+3) | 13 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common, Goblin, Gnoll, Auran
Attacks Melee +5 / 1d10+3, Ranged +5 / 1d10+3, Grapple +3
Possessions: 600 gp. Solid gold idol (700 gp). Old masterpiece painting (500 gp). Carved harp of exotic wood with ivory inlay and zircon gems (700 gp).
Hunter Heiser, Male Human [Permalink]
Personal [hide]
Description: This western man's face is deformed and paralyzed on one side. As such, he slurs his words together. He wears bulky blue painted plate armor. He has dyed his greying silver hair a little too much giving a sharp silver color. His gray eyes peer out from beneath his Stetson blue hat.
Personality: He has always had a great fascination with Human culture. He uses divination through singing.
History: A powerful brothel owner made him what he is. When Hunter reached his early adolescence his Human mother 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 was recently attacked on the road and savagely beaten by bandits.
Motivation: A strong sense of loyalty to Human people.
Ideals: Gifted. Flaws: Ugly, Racist. Bonds: Mentor, Military. Occupation: Detective
Voice: Rolls R's
Attributes [hide]
Medium (5'11") Human, Neutral Good (CR 4)
Armor Class 11
Hit Points 35 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 13 (+1) | 14 (+2) | 13 (+1) | 12 (+1) | 16 (+3) |
Senses Passive Perception 11
Languages Common, Sylvan
Attacks Melee +2 / 1d10+0, Ranged +3 / 1d10+1, Grapple +3
Possessions: 42000 sp.
Cory Hartford, Male Human [Permalink]
Personal [hide]
Description: He wears violet painted combat armor at almost all times. His hair, while still mostly auburn, has prominent grey streaks. His eyes are hazel and he is always smoking a pipe.
Personality: He is irritable and easily angered. He is a bit of a bully and is not afraid to use his stature and powers to intimidate and hurt. He has a taste for the finer things and spends a great deal of money on luxuries, some more exotic than others.
History: Born in a small village he learned the ways of the warrior from his father. He helped his father out around the business and became quite the natural. He became a Priest soon after.
Motivation: To be a Weaver again; and he is greedy
Ideals: Fighting. Flaws: Antagonistic. Bonds: Rich, Job. Occupation: Priest
Voice: High pitched, excited
Attributes [hide]
Medium (5'1") Human, True Neutral (CR 3)
Armor Class 11
Hit Points 17 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 12 (+1) | 8 (-1) | 12 (+1) | 11 (+0) | 12 (+1) |
Senses Passive Perception 12
Languages Common, Aquan
Attacks Melee +5 / 1d8+3, Ranged +3 / 1d8+1, Grapple +3
Possessions: 50 pp.
Bertram Rowley, Male Human [Permalink]
Personal [hide]
Description: This slender man stands about 5'1". He is bundled in multiple layers and is prepared for a desert trek wearing a turban that covers his face most of the time. His hair is short and red. His fierce violet eyes like to dwell on things.
Personality: He is business-like. He takes instructions and follows them to the letter. He refers to his adoptive mother for almost all things he is unsure about, which are numerous. He is very much still a child and has not developed a drive for self-dependency.
History: The child of a Barrister, who enjoyed hunting, Bertram was taken on many hunting expeditions. He was a friend to animals and a trickster. In his defense of animals however he would do severe harm to people. He has taken up leadership of the village's small militia in response to goblins demanding more tribute than usual.
Motivation: To unite with his brother; and to reunite with his absent mother
Ideals: Professionalism. Bonds: Family, Nature, Enemies. Occupation: Dyer
Voice: Uses sign language
Attributes [hide]
Medium (5'1") Human, Lawful Good (CR 3)
Armor Class 12
Hit Points 19 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 14 (+2) | 13 (+1) | 14 (+2) | 16 (+3) | 13 (+1) |
Senses Passive Perception 13
Languages Common, Goblin, Halfling
Attacks Melee +4 / 1d8+2, Ranged +4 / 1d8+2, Grapple +3
Possessions: 200 gp.
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