Roland Lindsey, Male Human [Permalink]
Personal [hide]
Description: He is a small man, but exceptionally fit. He wears a suit in poor condition. It has not been laundered in sometime and has been worn in activities one would not normally wear a suit during. His blonde hair is cut short with large spiked bangs in the front. He has gray eyes.
Personality: He likes to be helpful to his clients. He likes to prescribe proper advice to his clients. He uses his nature as a weapon; he likes to lead opponents to think him in distress.
History: He was born into a rich family. 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: Wants to work out more often; and balancing his hectic life and new performer responsibilities is difficult
Ideals: Athletic. Flaws: Secretive. Bonds: Adventurer, Job, Rich. Occupation: Performer
Voice: Rhymes sentences (sorry)
Attributes [hide]
Medium (6'2") Human, Lawful Good (CR 4)
Armor Class 9
Hit Points 41 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 8 (-1) | 16 (+3) | 12 (+1) | 8 (-1) | 15 (+2) |
Senses Passive Perception 9
Languages Common, Dwarven
Attacks Melee +2 / 1d10+0, Ranged +1 / 1d10-1, Grapple +3
Possessions: 500 gp.
Everard Tewksbury, Male Human [Permalink]
Personal [hide]
Description: He is generally well dressed albeit a few years behind the times. His hair is long and golden with streaks of blonde, and is pulled back with small yellow clips. His beard is blonde, braided, and well cared for. His otherwise smooth face is marked with small tiny scars.
Personality: Eccentric and domineering, Everard will drive conversation. His temper goes off on the smallest of things. He tends to lash out at those around him.
History: Everard hails from a village terrorized by orcs. Everard was born on a far eastern mountains where he grew up under the tutelage of his father, an expert Animal Trainer. He left for the east, certain he would find work there.
Motivation: His name or reputation has been wronged in the past by orcs, and he desires to right it; and a deep hatred of orcs
Ideals: Extrovert. Flaws: Antagonistic. Bonds: Attractive, Enemies, Immigrant. Occupation: Animal Trainer
Voice: Ums and uhs a lot
Attributes [hide]
Medium (6'1") Human, Chaotic Evil (CR 3)
Armor Class 11
Hit Points 34 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 13 (+1) | 17 (+3) | 14 (+2) | 15 (+2) | 10 (+0) |
Senses Passive Perception 13
Languages Common, Sylvan, Elven
Attacks Melee +4 / 1d8+2, Ranged +3 / 1d8+1, Grapple +2
Possessions: 2300 sp.
Gerald Anderton, Male Human [Permalink]
Personal [hide]
Description: This late middle aged man prefers to wear fine silks, though has several suits of combat armor for his hunting needs and is in decent physical shape. His chestnut hair is greying along the sides and has receded to reveal a widow's peak. He tend to wears goggles to shield his eyes.
Personality: He considers himself the protector of his home. He feels this is his duty and calling. He is able to make almost anything out of random pieces of junk.
History: He is the product a well kept family trust fund and as such has never really known need. When he was little, his rather wealthy family often ventured across the island 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 island due to the painful memories there. Gerald took refuge in the ruined castle and found the beat up hammer and armor he uses now. He now has a substantial network of resources ranging from contacts to ships to peers.
Motivation: To find somewhere to settle down; and to clean up the streets
Ideals: Gifted, Entrepeneur. Flaws: Mundane. Bonds: Rich, Guardian, Nature. Occupation: Stableman
Voice: Speaks with a cold
Attributes [hide]
Medium (6'2") Human, Chaotic Neutral (CR 3)
Armor Class 10
Hit Points 29 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 10 (+0) | 11 (+0) | 8 (-1) | 12 (+1) | 16 (+3) |
Senses Passive Perception 11
Languages Common
Attacks Melee +5 / 1d8+3, Ranged +2 / 1d8+0, Grapple +3
Possessions: 400 gp.
Odo Vance, Male Human [Permalink]
Personal [hide]
Description: A man with a calm yet intense air about him, he wears bulky brown painted plate armor. His black hair is drawn into a tight pony tail with a skull scrunchie. His blue eyes are desperate and heavily dilated. He has the appearance of someone under the heavy influence of drugs.
Personality: While he is on the job, he is grim and serious. He understands how dangerous the world is and the need to stay safe. 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: Born in the south to a Map Maker, Odo learned a great deal about his mother's area of expertise. In his 13th year, while out on a day-trip, he returned to find his hometown burning and destroyed. He found his mother impaled in their home, and his father beheaded. He saw the man who walked out, and charged him in a blind rage. The man easily evaded and defeated him, leaving him to live broken and terrified. He became a Map Maker soon after.
Motivation: Meet up once more with his childhood friend.
Flaws: Addict, Fearful. Bonds: Criminal record, Adventurer, Job. Occupation: Map Maker
Voice: Smooth and feminine
Attributes [hide]
Medium (6'6") Human, Lawful Evil (CR 3)
Armor Class 11
Hit Points 22 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 13 (+1) | 12 (+1) | 9 (-1) | 15 (+2) | 8 (-1) |
Senses Passive Perception 12
Languages Common
Attacks Melee +2 / 1d8+0, Ranged +3 / 1d8+1, Grapple +1
Possessions: 400 gp. 3 Tanglefoot bags.
Solomon Browning, Male Human [Permalink]
Personal [hide]
Description: He wears a brown shirt, with a grey mid length shorts with grey tights and flats, usually wearing a coat over them. His attire stands in sharp contrast to his club, which is beautifully polished and possesses an ornate carving of a skull on it. His black hair is braided into rings. His face is full, his cheeks are rosy, and he always seems to sport a perfect smile and a twinkle in his gray eyes.
Personality: Aggressive, abrasive, and angry, Solomon embodies much of what other species detest in the Humans. He also has developed a complete distrust of the Fortune-teller profession.
History: He was raised happily, as a normal child born to his father and mother. His father taught him the rudiments of the Performer arts, while his mother instructed him in etiquette, music and courtly manner. In his formative years he discovered how persuasive he was. He began using that to his advantage selling useless wares at inflated prices. He has achieved small success as a Performer.
Motivation: Wants to open a new tavern.
Ideals: Entrepeneur. Flaws: Antagonistic. Bonds: Attractive, Job, Rich. Occupation: Performer
Voice: Hard of hearing, loud
Attributes [hide]
Medium (6'1") Human, Neutral Evil (CR 3)
Armor Class 13
Hit Points 25 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 17 (+3) | 14 (+2) | 13 (+1) | 11 (+0) | 14 (+2) |
Senses Passive Perception 10
Languages Common, Goblin
Attacks Melee +2 / 1d8+0, Ranged +5 / 1d8+3, Grapple +5
Possessions: 400 gp.
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