Anselm Kent, Male Human [Permalink]
Personal [hide]
Description: A stocky lighter skinned man, he wears green painted combat armor at almost all times. His hair is greying and his face has many wrinkles. His brown eyes dart around the room hyper actively observing anyone and anything.
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 a bit of a xeno-phobe, disliking non-Humans.
History: Born in the north his family was never financially stable. As a young adult he joined a group advocating for an improvement in Human conditions. He has been saving his money to try and buy his sister's freedom.
Motivation: Human compassion.
Flaws: Emotional, Racist. Bonds: Poor, Family. Occupation: Roofer
Voice: Speaks like tongue is numb
Attributes [hide]
Medium (5'9") Human, Chaotic Evil (CR 3)
Armor Class 11
Hit Points 12 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 13 (+1) | 6 (-2) | 17 (+3) | 17 (+3) | 16 (+3) |
Senses Passive Perception 13
Languages Common, Draconic, Terran, Ignan
Attacks Melee +3 / 1d8+1, Ranged +3 / 1d8+1, Grapple +3
Possessions: 100 gp.
Thomas Langdon, Male Human [Permalink]
Personal [hide]
Description: His skin is bronze and flawless. He wears a shirt and pants that are bristling with pockets overflowing with maps, compasses, and other navigational equipment. He is an epitome of beauty. He wears his red hair up. His eyes are likewise green.
Personality: He has two modes he varies between. On the job he is cold, steely and emotionless. Off the job he is a party animal. He is harsh and unforgiving.
History: The child of northern immigrants he idolized his father. When he came of age, he joined a caravan that would eventually take him to the capital. He would practice along the way and, when he arrived, be apprenticed to a Mayor. He struck the Mayor job and began his own company from there.
Motivation: He is unsatisfied with his job; and expand his business
Ideals: Entrepeneur. Flaws: Antagonistic. Bonds: Attractive, Job, Immigrant. Occupation: Mayor
Voice: Uses lots of figures of speech
Attributes [hide]
Medium (5'9") Human, Lawful Evil (CR 3)
Armor Class 10
Hit Points 9 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 11 (+0) | 7 (-2) | 13 (+1) | 12 (+1) | 15 (+2) |
Senses Passive Perception 11
Languages Common, Giant
Attacks Melee +4 / 1d8+2, Ranged +2 / 1d8+0, Grapple +4
Possessions: 300 gp.
Hunter Hallewell, Male Human [Permalink]
Personal [hide]
Description: This late middle aged man tends to wear a heavy leather apron. Coupled with his rolled up shirt sleeves this gives him a very relaxed look and is in decent physical shape. His moppish black hair is in a traditional bowl cut. He is very pretty but has cold, dead eyes.
Personality: He can speak with the recently deceased. He is a font of random trivia from the lore and stories he has discovered
History: Hunter was born with his mother's beautiful face. He struck it rich when he found rare goods in large quantities. He has since lost track of the people in his past.
Motivation: Wants to raise his children well.
Ideals: Gifted, Logical. Bonds: Attractive, Rich, Family. Occupation: Server
Voice: Can't modulate volume
Attributes [hide]
Medium (5'8") Human, Lawful Good (CR 4)
Armor Class 8
Hit Points 20 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 7 (-2) | 10 (+0) | 8 (-1) | 16 (+3) | 13 (+1) |
Senses Passive Perception 13
Languages Common
Attacks Melee +4 / 1d10+2, Ranged +0 / 1d10-2, Grapple +2
Possessions: 200 gp. 1 Minor magic item.
Gerald Chatham, Male Human [Permalink]
Personal [hide]
Description: The man speaks with an almost imperceptible accent. He seems to always be the slightest bit damp as if he got out from a pool a few moments ago. He is wearing the road beaten gear of a warrior. He wears a feathered hat to cover his moderate length red hair. He is baby faced.
Personality: He has a good heart but also a terrible temper. He will forgive often but not before yelling and berating someone for whatever they have done wrong. He believes the world needs to unite to get rid of dire rats once and for all.
History: He comes from a rich northern family. He was an apprentice working in his father's forge. He struck the Mortician job and began his own company from there.
Motivation: He has money and likes to spend it; and several ex partners dislike his way of doing things and want revenge
Ideals: Fighting. Flaws: Antagonistic. Bonds: Immigrant, Enemies, Rich, Job. Occupation: Mortician
Voice: Ums and uhs a lot
Attributes [hide]
Medium (5'10") Human, Chaotic Evil (CR 3)
Armor Class 11
Hit Points 23 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 13 (+1) | 8 (-1) | 16 (+3) | 12 (+1) | 9 (-1) |
Senses Passive Perception 11
Languages Common, Celestial, Orc, Druidic
Attacks Melee +5 / 1d8+3, Ranged +3 / 1d8+1, Grapple +3
Possessions: 100 gp. Fiery yellow corundum (600 gp). Jet (40 gp). Rich purple corundum (600 gp). 1 Half-Plate.
Trym Digby, Male Human [Permalink]
Personal [hide]
Description: Standing 5'6", this man wears grey leather gloves, a grey jacket, and tight pants. His blonde hair is styled in orderly dreadlocks. His thin eyebrows rest above his beady violet eyes.
Personality: He cares much about the opinion of others, both in good and in bad: when keeping in line with his opinion, he thinks highly of the other person, but when opinions clash, he can get violently argumentative. He is fiercely devoted to his mother, and views his mother's ex-spouse as an evil person for separating him from his legal half-sister.
History: Born to a poor family in the city he treasured whatever gifts he got. When he was little, his rather wealthy family often ventured across the forest to a summer home near a large cave. He would wander through that large cave 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. Trym took refuge in the large cave and found the beat up hand crossbow and armor he uses now. He has since lost track of the people in his past.
Motivation: To reunite with his absent mother; and wants to raise his children well
Ideals: Opinionated. Flaws: Ugly. Bonds: Family, Poor, Nature. Occupation: Barkeep
Voice: Shortens vowels
Attributes [hide]
Medium (5'6") Human, Chaotic Evil (CR 3)
Armor Class 10
Hit Points 21 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 11 (+0) | 13 (+1) | 14 (+2) | 14 (+2) | 9 (-1) |
Senses Passive Perception 12
Languages Common, Celestial, Goblin
Attacks Melee +3 / 1d8+1, Ranged +2 / 1d8+0, Grapple +1
Possessions: Just what you see.
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