Miles Jacobs, Male Human [Permalink]
Personal [hide]
Description: He is dressed in a clean tan cloak covering his clean studded leather. He has a slight overbite and is overall scrawny. He has a silver handlebar mustache and slicked back silver hair. His amber eyes lackadaisically let the world flow into them.
Personality: He is business-like. He takes instructions and follows them to the letter. He has no love for corruption and racketeering and views those as crimes of the highest magnitude.
History: Miles was raised in a hard working conservative environment. He moved from fad to fad and when he turned 15 he discovered music. He became a Armorer soon after.
Motivation: To reunite with his absent mother; and regain custody of his daughter
Ideals: Professionalism, Justice, Artistic. Bonds: Job, Family. Occupation: Armorer
Voice: Hissing voice
Attributes [hide]
Medium (6'4") Human, Lawful Neutral (CR 3)
Armor Class 13
Hit Points 20 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 16 (+3) | 11 (+0) | 9 (-1) | 12 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common
Attacks Melee +2 / 1d8+0, Ranged +5 / 1d8+3, Grapple +3
Possessions: 18000 cp. Moonstone (50 gp). 1 Masterwork Artisan’s tools.
Theodoric Rutland, Male Human [Permalink]
Personal [hide]
Description: This man is wearing a tight tan one piece outfit complete with pants, hood, and a cape. He is muscular with a powerful set of arms. His hair is greying and his face has many wrinkles. He has several tiny emerald earrings on each ear.
Personality: He is quiet and unassuming. He ignores others and carries on with his job unassumingly. His temper goes off on the smallest of things. He tends to lash out at those around him.
History: He was raised in a forest tribe. He sought a place where he would be rewarded solely on the merits of his skills. This search led him directly into Herbalist work with an outfit from a few towns over. Herbalist work suited him well, and with each successful project, he earned more gold and more respect from his peers. Due to his spouse's obsession with being a Jeweler they were divorced and he won custody of their son. He worked as a Herbalist, and he later adopted a second son.
Motivation: His relatives are trying to arrange a marriage; and marry his brother to traveling adventurers
Flaws: Antagonistic. Bonds: Rich, Job, Nature, Family. Occupation: Herbalist
Voice: Soothing and warm
Attributes [hide]
Medium (6'5") Human, Chaotic Good (CR 3)
Armor Class 9
Hit Points 28 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 8 (-1) | 14 (+2) | 13 (+1) | 16 (+3) | 12 (+1) |
Senses Passive Perception 11
Languages Common, Ignan
Attacks Melee +3 / 1d8+1, Ranged +1 / 1d8-1, Grapple +1
Possessions: 1 Masterwork Common Melee.
Rolf Hale, Male Human [Permalink]
Personal [hide]
Description: He wears dull white sweaters, loose green pants, and alligator leather shoes. Beneath his sweater he keeps a concealed bow, just in case. His attire stands in sharp contrast to his bow, which is beautifully polished and possesses an ornate carving of a clover on it. He keeps his long chestnut hair kept up in a rat tail. His amber eyes are desperate and heavily dilated. He has the appearance of someone under the heavy influence of drugs.
Personality: Here is a man who knows he is the smartest in the room. He talks down to others constantly. He believes the world needs to unite to get rid of dire rats once and for all.
History: He was raised in a white middle class family as the only child. When he was little, his rather wealthy family often ventured across the forest 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 forest due to the painful memories there. Rolf took refuge in the ruined castle and found the beat up bow and armor he uses now. He got away from his former life and has fallen to alcoholism.
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: Impeccable. Flaws: Addict, Mundane. Bonds: Enemies, Nature. Occupation: Mayor
Voice: Speaks with back of mouth
Attributes [hide]
Medium (5'6") Human, Lawful Evil (CR 5)
Armor Class 11
Hit Points 47 (5d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 12 (+1) | 16 (+3) | 11 (+0) | 10 (+0) | 14 (+2) |
Senses Passive Perception 10
Languages Common
Attacks Melee +3 / 2d4+0, Ranged +4 / 2d4+1, Grapple +1
Possessions: Aquamarine (1300 gp). Violet garnet (1300 gp).
Gerald Dalton, Male Human [Permalink]
Personal [hide]
Description: Relatively heavier built than your average man, he is not imposing. He wears silk and lounges about seductively. His black hair is heavily combed to the left. His violet eyes dart from person to person to random spaces in the air.
Personality: He shows great sympathy to all travelers. He's the type to buy drinks and listen to their stories. His respect, as difficult as one would find it to earn, is unwavering; those who more than prove themselves to him, a bar set well above any reasonable standard, he tolerates in varying degrees. Though less modest and more hasty in his reactions to snap at those who irritate him, Gerald is combative with any and all who dare try his patience in the slightest.
History: He was born to a wealthy landowner in a frontier town, living a normal and happy childhood. 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 now travels the world, in search of power and loot.
Motivation: Obtaining odd cultural Human artifacts is his passion.
Ideals: Philantrophist, Justice. Bonds: Attractive, Rich, Adventurer. Occupation: Mayor
Voice: Australian accent
Attributes [hide]
Medium (6'4") Human, Neutral Evil (CR 3)
Armor Class 11
Hit Points 18 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 12 (+1) | 10 (+0) | 10 (+0) | 12 (+1) | 11 (+0) |
Senses Passive Perception 11
Languages Common
Attacks Melee +2 / 1d8+0, Ranged +3 / 1d8+1, Grapple +1
Possessions: 12000 cp.
Trym Denholm, Male Human [Permalink]
Personal [hide]
Description: He is an average looking eastern male in his early mid-life. He is dressed in an above average manner. His red hair is slicked back into a classic pompadour. His fair skin shows little sign of his aristocratic breeding.
Personality: He is witty, but his monotone delivery comes off as unnerving He is an amazing painter.
History: He was born several months after his mother was called into army service. A freak accident while working with his Map Maker mother left him crippled. He was granted arcane powers by his dying brother.
Motivation: He wants nothing more than to rejoin the army; and several ex partners dislike his way of doing things and want revenge
Ideals: Joker, Gifted. Flaws: Disease. Bonds: Attractive, Military. Occupation: Engraver
Voice: Jittery and nervous
Attributes [hide]
Medium (5'2") Human, Neutral Good (CR 3)
Armor Class 12
Hit Points 23 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 14 (+2) | 12 (+1) | 13 (+1) | 10 (+0) | 6 (-2) |
Senses Passive Perception 12
Languages Common, Auran
Attacks Melee +3 / 1d8+1, Ranged +4 / 1d8+2, Grapple +2
Possessions: 1400 sp. 1 Masterwork Uncommon Weapon. 1 Masterwork Common Ranged Weapon. 1 Masterwork Common Melee.
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Their contribution stands as a beacon of hope for all adventurers!
