Gunter Livingstone, Male Human [Permalink]
Personal [hide]
Description: Standing 5'1", this man wears a black vest with golden trim over his white shirt. His grey leather gloves and pants are well-kept, and his black boots flare out at the collars. With bright black hair and a scraggly beard. He has several tiny ruby earrings on each ear.
Personality: He is erratic and paranoid. He believes dire rats are coming to abduct people. He has a minor phobia of water and hates getting wet.
History: Born in a small village he learned the ways of the warrior from his mother. His mother was very strict, and drilled into him lessons on being the perfect gentleman. Days after completing his studies, news broke out that his hometown was attacked by dire rats. Gunter was horrified and prayed that his father was alright. However, he heard that his father had died fighting off the dire rats.
Motivation: Someone believes him a fraud; and money/treasure
Ideals: Fighting, Impeccable. Flaws: Fearful. Bonds: Rich, Enemies. Occupation: Apothecary
Voice: Sleepy voice
Attributes [hide]
Medium (5'1") Human, Chaotic Evil (CR 3)
Armor Class 10
Hit Points 19 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 10 (+0) | 10 (+0) | 11 (+0) | 13 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +2 / 1d8+0, Grapple +3
Possessions: 3100 sp.
Anselm Clinton, Male Human [Permalink]
Personal [hide]
Description: He stands about 5'11" and wears long strands of jet and short brown dresses (or suits) accompanied by the proper stockings and shoes, with gloves of varying lengths. His left hand appears badly burned and disfigured. His golden hair is cut jaggedly and amateurishly. His brown eyes peer out from beneath his wide-brimmed brown hat.
Personality: He loves justice and goodness and right action. Anyone who does not fulfill this criteria perfectly will no doubt get a lecture from him. He is the most sanctimonious self-righteous Human in existence. As long as the job gets done he does not care how it got done.
History: He was born to a criminal king-pin and mafia family At a young age both his parents were killed in an accident. His uncle (a powerful person with enemies on both sides of the law) took him in and had him trained in basic self defense. Being a Actor kept his interest for a while, but then he became depressed and bored. So he turned to a secret life of crime, taking increasingly more risks and challenges.
Motivation: He possesses a valuable artifact that the thieves guild wishes to steal; and he is being blackmailed/forced/etc and this influences his actions
Ideals: Justice, Professionalism. Bonds: Rich, Criminal record. Occupation: Actor
Voice: Draws out vowels
Attributes [hide]
Medium (5'11") Human, Chaotic Neutral (CR 3)
Armor Class 11
Hit Points 21 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 12 (+1) | 13 (+1) | 9 (-1) | 13 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common
Attacks Melee +4 / 1d8+2, Ranged +3 / 1d8+1, Grapple +2
Possessions: 100 gp.
Don Kensley, Male Human [Permalink]
Personal [hide]
Description: He is wearing a long, brown cloak. His skin is fair and his fingers are delicate and long. His auburn hair is kept up in a ponytail inside a feathered hat. His eyes are amber.
Personality: He is extraordinarily passive and rarely speaks, let alone speaks his mind. He is motivated by money and will often try and persuade people to work for cheap. He haggles over everything, upselling his goods and buying cheap. He is persistent in everything.
History: His history is one of pain. He was disowned by both parents and raised among the slaves his parents kept. Cursed with vampirism at a very young age, Don has worked very hard to control his curse. He now has a substantial network of resources ranging from contacts to ships to peers.
Motivation: An old rival family wants him found; and he seems to be bored by most things
Ideals: Entrepeneur. Flaws: Shy, Disease, Mundane. Bonds: Slave, Family. Occupation: Gardener
Voice: pre-pubescent
Attributes [hide]
Medium (6'0") Human, Chaotic Good (CR 3)
Armor Class 11
Hit Points 28 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 12 (+1) | 15 (+2) | 12 (+1) | 14 (+2) | 8 (-1) |
Senses Passive Perception 12
Languages Common, Undercommon
Attacks Melee +5 / 1d8+3, Ranged +3 / 1d8+1, Grapple +5
Possessions: 400 gp.
Lance Law, Male Human [Permalink]
Personal [hide]
Description: He wears a white cloak and cross-gartered black stockings. His long black hair is drawn into a two foot long braid. His skin is flawless and his blue eyes scan people very quickly.
Personality: He thrives on attention. He does whatever is in his power to gain the attention of whomever he deems a fit date. 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 got into the Adventurer business at a young age. Cursed with a spirit at a very young age, Lance has worked very hard to control his curse. He has set out to sabotage the competition.
Motivation: He wants to meet his childhood hero; and to reunite with his old friends
Flaws: Fearful, Disease. Bonds: Attractive, Job, Adventurer. Occupation: Adventurer
Voice: Pronounces difficult words wrong
Attributes [hide]
Medium (6'2") Human, Neutral Evil (CR 3)
Armor Class 10
Hit Points 26 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 11 (+0) | 15 (+2) | 14 (+2) | 12 (+1) | 7 (-2) |
Senses Passive Perception 11
Languages Common, Gnoll, Infernal
Attacks Melee +5 / 1d8+3, Ranged +2 / 1d8+0, Grapple +4
Possessions: 200 gp. 1 Holy water. 4 Tanglefoot bags.
Arnold Budd, Male Human [Permalink]
Personal [hide]
Description: Standing 6'3", this man prefers to wear green clothing when he does not wear armor. His golden hair is styled in orderly dreadlocks. His face is scarred and worn.
Personality: His tongue was cut out and he uses sign language. He always tries to repair and not replace. It was this mentality that drove him into the Assassin business.
History: He was born to a pair of big game hunters, but was frequently ill as a child. When he was little, his rather wealthy family often ventured across the forest to a summer home near a old dungeon. He would wander through that old dungeon 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 forest due to the painful memories there. Arnold took refuge in the old dungeon and found the beat up flail and armor he uses now. He bought a flail and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: Many brigands want him driven away; and his name or reputation has been wronged in the past by brigands, and he desires to right it
Ideals: Persistence. Flaws: Ugly, Disease. Bonds: Nature, Enemies. Occupation: Assassin
Voice: Relaxed voice
Attributes [hide]
Medium (6'3") Human, True Neutral (CR 3)
Armor Class 13
Hit Points 30 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
7 (-2) | 16 (+3) | 14 (+2) | 12 (+1) | 17 (+3) | 9 (-1) |
Senses Passive Perception 13
Languages Common, Elven
Attacks Melee +0 / 1d8-2, Ranged +5 / 1d8+3, Grapple +3
Possessions: 100 gp.
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