Gerard Dalton, Male Human [Permalink]
Personal [hide]
Description: He is an average looking northern male in his early mid-life. He wears a fancy brown suit. He keeps his white hair in a flapper bob. He has a dull look in his green eyes.
Personality: He is overprotective of those who hire his services. His actions favor neither the good nor the evil, as he answers to a power that mortal men fail to acknowledge.
History: Gerard was born with his father's beautiful face. Gerard was born on a far northern forest where he grew up under the tutelage of his father, an expert Blacksmith. He moves from town to town, unable to find a place to settle.
Motivation: He wants nothing more than to rejoin the army; and to protect his home
Bonds: Attractive, Guardian, Religious, Immigrant, Military. Occupation: Blacksmith
Voice: Mousy voice
Attributes [hide]
Medium (5'5") Human, Chaotic Neutral (CR 3)
Armor Class 13
Hit Points 17 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 16 (+3) | 11 (+0) | 13 (+1) | 13 (+1) | 11 (+0) |
Senses Passive Perception 11
Languages Common, Halfling
Attacks Melee +2 / 1d8+0, Ranged +5 / 1d8+3, Grapple +3
Possessions: 2900 sp. Onyx (50 gp). 1 Masterwork Common Melee. 1 Masterwork Uncommon Weapon. 1 Masterwork Common Ranged Weapon.
Robert Fawcett, Male Human [Permalink]
Personal [hide]
Description: He wears baggy brown pantaloons and a black scarf. He carries with him a set of kukris on his belt, each one with a amber on the hilt. His hair is always cut to a buzz. He has several tiny amber earrings on each ear.
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 spends most of his days drinking in the Inn, the rowdiest and most dangerous establishment in town. There he gambles, wrestles and listens to stories told by travelers.
History: He was born at the edge of vast island. He was part of a huge silver rush, which was taken over by a mining company. The company confiscated a lot of silver, but the shipment was lost. He knows his nephew is from a royal line that had remained secret for centuries, but promised not to tell anyone. So far, no-one knows but him.
Motivation: He has money and likes to spend it; and he has passion for adventuring and risk
Ideals: Fighting, Joker. Bonds: Rich, Adventurer, Nature. Occupation: Laborer
Voice: Whispers
Attributes [hide]
Medium (5'3") Human, Lawful Good (CR 3)
Armor Class 11
Hit Points 25 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 12 (+1) | 10 (+0) | 15 (+2) | 12 (+1) | 11 (+0) |
Senses Passive Perception 13
Languages Common, Infernal, Orc
Attacks Melee +5 / 1d8+3, Ranged +3 / 1d8+1, Grapple +3
Possessions: 300 gp. 1 Masterwork Common Melee. 1 Masterwork Uncommon Weapon. 1 Masterwork Common Melee.
Charles Atherton, Male Human [Permalink]
Personal [hide]
Description: He wears a red cloak and cross-gartered tan stockings. He carries with him a set of falchions, each one with a ruby on the hilt. He only wears one on his belt and the other on his back. His black hair is greying along the sides and has receded to reveal a widow's peak. His violet eyes are passionate and lively.
Personality: He likes to be helpful to his clients. He likes to prescribe proper advice to his clients. He has zero loyalty and will suck up to whomever is within range, in the hopes of being moved to a better position.
History: He was born at the edge of vast desert. From his teen years he was always beautiful and desirable, so people have always doted on him. Recently a tribe of brigands attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Charles fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: Further expansion of business; and he'd like to take his coworkers down a peg
Ideals: Fighting. Flaws: Fearful. Bonds: Job, Nature, Attractive. Occupation: Dyer
Voice: Creaky witch voice
Attributes [hide]
Medium (6'2") Human, Chaotic Evil (CR 3)
Armor Class 10
Hit Points 30 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 11 (+0) | 12 (+1) | 18 (+4) | 6 (-2) | 12 (+1) |
Senses Passive Perception 8
Languages Common, Infernal, Terran, Auran, Goblin
Attacks Melee +3 / 1d8+1, Ranged +2 / 1d8+0, Grapple +1
Possessions: Just what you see.
Hubert Moreno, Male Human [Permalink]
Personal [hide]
Description: A man with thick toned arms and a paunchy gut. 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 chestnut hair is styled in orderly dreadlocks. His gray unseeing eyes seem to look past you.
Personality: He is erratic and paranoid. He believes giants are coming to abduct people. He is kind towards other men and children and will generally offer men help without question. Others will generally need to prove themselves to him.
History: The child of southern immigrants he idolized his father. He was an athlete and attended two major summer competitions. He never won. He now spends his time doing works of charity.
Motivation: A deep hatred of giants.
Ideals: Athletic, Philantrophist. Flaws: Disease. Bonds: Enemies, Immigrant. Occupation: Doctor
Voice: Can't modulate volume
Attributes [hide]
Medium (6'1") Human, True Neutral (CR 3)
Armor Class 11
Hit Points 32 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 12 (+1) | 17 (+3) | 8 (-1) | 17 (+3) | 13 (+1) |
Senses Passive Perception 13
Languages Common
Attacks Melee +4 / 1d8+2, Ranged +3 / 1d8+1, Grapple +2
Possessions: 200 gp.
John Acton, Male Human [Permalink]
Personal [hide]
Description: This exceptionally lanky man wears a blue shirt, with a pastel mid length shorts with pastel tights and flats, usually wearing a coat over them. His tied-back hair is white. His eyes are gray and he is always smoking a pipe.
Personality: The man has a huge range of feeling. He will range from being happy and joking with the occasional self put down to crying stating how he will be a better person from this day on. He is terrible with names forgetting people's names several times before they finally stick; this causes him no end of embarrassment.
History: Born in the south to a Fletcher, John learned a great deal about his father's area of expertise. His parents divorced when he was young, and his father gained full cudstody. He was regularly beaten by his father, who blamed him for driving them apart. He tends to his Fletcher job now, and dutifully fulfills any obligations he has.
Motivation: Expand his business; and his relatives are trying to arrange a marriage
Flaws: Emotional, Forgetful, Antagonistic. Bonds: Job, Family. Occupation: Fletcher
Voice: Hard of hearing, loud
Attributes [hide]
Medium (5'10") Human, Lawful Neutral (CR 3)
Armor Class 12
Hit Points 19 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 14 (+2) | 13 (+1) | 9 (-1) | 9 (-1) | 13 (+1) |
Senses Passive Perception 9
Languages Common
Attacks Melee +1 / 1d8-1, Ranged +4 / 1d8+2, Grapple +2
Possessions: 20 pp. 1 Masterwork Common Melee. 1 Masterwork Common Melee. 1 Masterwork Common Ranged Weapon.
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