Roger Gentry, Male Human [Permalink]
Personal [hide]
Description: He is of a modest build and height, but he carries himself more imposing than he is. He wears a white broad hat and white clothes. His blonde hair is cut jaggedly and amateurishly. His half smiles and blue eyes are beguiling and draw you in.
Personality: Here is a man who knows he is the smartest in the room. He talks down to others constantly. He loves teas. He is very sensitive about his face. To blow off anger he lifts weights and to control his otherwise explosive temper he works out a lot.
History: Born in the south to a Bellfounder, Roger learned a great deal about his mother's area of expertise. There was a wharf not far from home where he often wandered off to fish. He ran away from his former home and has been making his living as a Bellfounder for the past few years.
Motivation: To fight the greatest warriors and to fight in the greatest battles ever; and he wants nothing more than to rejoin the army
Ideals: Impeccable, Fighting. Bonds: Attractive, Job, Nature, Military. Occupation: Bellfounder
Voice: Nasally tone
Attributes [hide]
Medium (5'0") Human, Chaotic Good (CR 4)
Armor Class 9
Hit Points 25 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 8 (-1) | 11 (+0) | 10 (+0) | 15 (+2) | 12 (+1) |
Senses Passive Perception 12
Languages Common
Attacks Melee +3 / 1d10+1, Ranged +1 / 1d10-1, Grapple +2
Possessions: 20000 cp.
Gerald Payton, Male Human [Permalink]
Personal [hide]
Description: He usually wears his brown robe and has his pickaxe always slung over his shoulder. He is portly but not overly obese. His brown hair is heavily combed to the left. His face is feral with sharp distinguishing features. His spectacle hidden eyes are a deep brown.
Personality: He tends to agree with only himself unless someone else's opinion sounds like he can profit from it. He tries to control his temper but he can't always stop himself from what he feels what must be done. His job bores him to no end. He has decided to make it more interesting.
History: When he was but 6 years old his parents immigrated from the east. Through the years after Gerald was born, his mother became increasingly distant from his family, instead choosing to pursue power in the east. Gerald's mother didn't care for him much, and the feeling was mutual. After months of barely getting by, Gerald managed to ambush a major caravan with a load of valuables. Instantly wealthy, he made his way to the capital under a new identity.
Motivation: He possesses a valuable artifact that the thieves guild wishes to steal; and he has passion for adventuring and risk
Flaws: Antagonistic. Bonds: Adventurer, Criminal record, Immigrant, Rich. Occupation: Locksmith
Voice: Dutch accent
Attributes [hide]
Medium (5'3") Human, Chaotic Neutral (CR 3)
Armor Class 7
Hit Points 36 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 5 (-3) | 15 (+2) | 15 (+2) | 14 (+2) | 10 (+0) |
Senses Passive Perception 14
Languages Common, Abyssal, Gnome
Attacks Melee +2 / 1d8+0, Ranged -1 / 1d8-3, Grapple +0
Possessions: 300 gp.
Arnold Kinsley, Male Human [Permalink]
Personal [hide]
Description: A man of a pale complexion, he wears a robe, a symbol of the sun god around his neck, and a club on his belt. He wears a feathered hat to hide his balding. He has amber eyes and a white hat with a blue feather.
Personality: Confrontational and typically high on some drug or another. 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 is the product a well kept family trust fund and as such has never really known need. 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 leaves a trail of broken hearts and full pockets wherever he goes.
Motivation: He has money and likes to spend it; and he is greedy
Ideals: Fighting. Flaws: Addict, Antagonistic. Bonds: Attractive, Rich. Occupation: Shipwright
Voice: Scottish accent
Attributes [hide]
Medium (5'7") Human, Neutral Evil (CR 3)
Armor Class 9
Hit Points 24 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 9 (-1) | 13 (+1) | 12 (+1) | 14 (+2) | 16 (+3) |
Senses Passive Perception 12
Languages Common, Celestial
Attacks Melee +3 / 1d8+1, Ranged +1 / 1d8-1, Grapple +3
Possessions: 400 gp. Malachite (8 gp).
Dustin Kenley, Male Human [Permalink]
Personal [hide]
Description: He is an average looking western male in his early mid-life. He wears a robe, a symbol of magic around his neck, and a sickle on his belt. His tied-back hair is blonde. His eyes are amber and he is always smoking a pipe.
Personality: He will use flattery and sarcasm to attack and weaken his opponents. Despite his formidable combat skills he remains a coward. He has all his life been fascinated with music.
History: He grew up in a lower middle class home, but living comfortably wasn't enough. When he was little, his rather wealthy family often ventured across the desert to a summer home near a ruined castle. He would wander through that ruined castle 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 desert due to the painful memories there. Dustin took refuge in the ruined castle and found the beat up sickle and armor he uses now. He bought a sickle and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: He feels the way he acts is they only way to get by in the world; and nothing but the best is good enough for him
Ideals: Fighting, Artistic, Impeccable. Flaws: Mundane. Bonds: Nature. Occupation: Tanner
Voice: Mousy voice
Attributes [hide]
Medium (5'4") Human, Neutral Good (CR 3)
Armor Class 11
Hit Points 20 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 13 (+1) | 9 (-1) | 14 (+2) | 8 (-1) | 15 (+2) |
Senses Passive Perception 9
Languages Common, Draconic, Elven
Attacks Melee +1 / 1d8-1, Ranged +3 / 1d8+1, Grapple +1
Possessions: 400 gp.
Heward Burton, Male Human [Permalink]
Personal [hide]
Description: A man with a calm yet intense air about him, he wears bulky brown painted plate armor. He has a small bristly mustache and wavy auburn hair. He has several tiny ruby earrings on each ear.
Personality: He believes there is no problem he cannot solve with sufficient elbow grease and persistence, if it is the best or most economic solution matters not. He is vehemently anti-magic. All of it is evil and corrupting in his opinion.
History: Born in a small village he learned the ways of the warrior from his father. Being born in the west, he completed his medical training abroad so as to avoid the war. He returned after the war having achieved medical proficiency. He was a general practitioner in the west for years, until he, through no fault of his own, lost a patient who had a very powerful family. Rather than risk reprisal he made his way north. He has been saving his money to try and buy his brother's freedom.
Motivation: Money/treasure.
Ideals: Persistence, Opinionated, Fighting. Bonds: Rich, Family. Occupation: Stylist
Voice: Relaxed voice
Attributes [hide]
Medium (6'4") Human, Chaotic Good (CR 4)
Armor Class 8
Hit Points 39 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 6 (-2) | 16 (+3) | 12 (+1) | 15 (+2) | 11 (+0) |
Senses Passive Perception 12
Languages Common, Undercommon
Attacks Melee +5 / 1d10+3, Ranged +0 / 1d10-2, Grapple +3
Possessions: 70 pp. Hematite (16 gp). Moonstone (50 gp). Sardonyx (50 gp). Golden yellow topaz (1100 gp). 1 Minor magic item.
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