Godfrey Thackeray, Male Human [Permalink]
Personal [hide]
Description: He wears a large hat to cast shadows over his face and wears ponchos to better hide his body. He is portly but not overly obese. His chestnut hair is lengthy. His face is feral with sharp distinguishing features. His spectacle hidden eyes are a deep gray.
Personality: He considers himself a man of culture and sophistication. He likes a good challenge to his wits. He is a logical person and will generally grow upset if things defy logic and science.
History: Born to a poor family in the city he treasured whatever gifts he got. Being born in the east, 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 east 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 west. By chance he met his brother recently and the two have been together since.
Motivation: To reunite with his absent father.
Ideals: Impeccable, Logical. Bonds: Poor, Family. Occupation: Farmer
Voice: Speaks fast with a slight lisp
Attributes [hide]
Medium (5'10") Human, Chaotic Good (CR 4)
Armor Class 11
Hit Points 27 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
7 (-2) | 12 (+1) | 15 (+2) | 9 (-1) | 17 (+3) | 10 (+0) |
Senses Passive Perception 13
Languages Common
Attacks Melee +0 / 1d10-2, Ranged +3 / 1d10+1, Grapple +1
Possessions: 400 gp.
Reynard Reed, Male Human [Permalink]
Personal [hide]
Description: He likes to wear darkened spectacles and heavy clothing, no matter the weather. His auburn hair is styled in orderly dreadlocks. His eyes are a pleasant green.
Personality: He is filled with cunning. He likes to feign weakness letting people think he is weak. 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: His parents moved while he was still in utero so he is the first generation to be born here. A few years later when the north was not economically sound they moved to his current location. He has built up a small fortune and can afford his own way.
Motivation: He loathes his own lifestyle; and he desires power and/or immortality
Flaws: Secretive, Depressed. Bonds: Adventurer, Immigrant, Rich. Occupation: Locksmith
Voice: Old thin voice
Attributes [hide]
Medium (5'3") Human, Chaotic Neutral (CR 3)
Armor Class 10
Hit Points 30 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 11 (+0) | 17 (+3) | 13 (+1) | 14 (+2) | 16 (+3) |
Senses Passive Perception 12
Languages Common, Giant
Attacks Melee +3 / 1d8+1, Ranged +2 / 1d8+0, Grapple +1
Possessions: 300 gp. Brass mug with jade inlays (400 gp). Brass mug with jade inlays (400 gp). Brass mug with jade inlays (400 gp). 1 Masterwork Uncommon Weapon. 1 Masterwork Uncommon Weapon.
Godfrey Trollope, Male Human [Permalink]
Personal [hide]
Description: He is a man of bearing and well nourished. He wears a fancy tan suit. His golden hair has been sun bleached extensively. His green eyes dart from person to person to random spaces in the air.
Personality: Eccentric and domineering, Godfrey will drive conversation. Energy wise he seems alert and responsive.
History: Godfrey was born with his mother's beautiful face. When he was little, his rather wealthy family often ventured across the plains 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 plains due to the painful memories there. Godfrey took refuge in the large cave and found the beat up sai and armor he uses now. He would ruin relationships and cause injury. He was reprimanded several times before being given his current form and forced to learn humility.
Motivation: Balancing his hectic life and new Mason responsibilities is difficult; and he will attempt to ambush and attack anyone he thinks he can take on alone and try to knock them out with non-lethal damage. if successful, he will try to sell them to his slave-trader contact
Ideals: Extrovert, Professionalism. Bonds: Attractive, Nature, Criminal record, Job. Occupation: Mason
Voice: Booming voice
Attributes [hide]
Medium (5'11") Human, Lawful Evil (CR 3)
Armor Class 12
Hit Points 25 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 15 (+2) | 12 (+1) | 12 (+1) | 12 (+1) | 17 (+3) |
Senses Passive Perception 13
Languages Common, Terran
Attacks Melee +2 / 1d8+0, Ranged +4 / 1d8+2, Grapple +2
Possessions: 2000 sp.
Arnold Stanford, Male Human [Permalink]
Personal [hide]
Description: He wears long strands of ruby and short pastel dresses (or suits) accompanied by the proper stockings and shoes, with gloves of varying lengths, and carries hand crossbows. His silver hair is drawn into a tight pony tail with a dagger scrunchie. His eyes are green and catlike.
Personality: He is a very happy person and has lots of energy. To put it simply, he's a very lovable idiot. He is ready at a moment's notice to give into his darker urges. He is a real pyromaniac and does not care who the fire hurts. He often ends up burning people alive in the fires he starts.
History: He was born to a criminal king-pin and mafia family He became part of the deadliest team of assassins in recent memory. A botched job caused the group to be disbanded. Since then, he has sought to make the best of life.
Motivation: He has decided he is irredeemable.
Ideals: Fighting, Optimist. Flaws: Insane. Bonds: Rich, Criminal record. Occupation: Doctor
Voice: Dark and ominous
Attributes [hide]
Medium (6'4") Human, Neutral Evil (CR 3)
Armor Class 11
Hit Points 28 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 13 (+1) | 17 (+3) | 9 (-1) | 12 (+1) | 11 (+0) |
Senses Passive Perception 11
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +3 / 1d8+1, Grapple +1
Possessions: Tourmaline (90 gp). Deep green spinel (90 gp). 1 Half-Plate.
Hugh Tyndall, Male Human [Permalink]
Personal [hide]
Description: He is a physically imposing light-skinned man. He is renowned for his bright yellow suits and hats. He has red hair. His eyes are likewise amber.
Personality: He considers himself the perfect gentleman. He makes a point to always show proper etiquette and frequently critiques the etiquette of others. He has a habit of throwing himself into exceedingly dangerous situations.
History: Born in the north to a Carter, Hugh learned a great deal about his mother's area of expertise. Hugh liked to wander the woods near his home when he was young, something he still likes to do at least once a week. He never liked modest clothing or shoes, so he would wander the woods barefoot and lightly dressed, and he developed a good sense of balance and learned how to climb and swim well. He bought a morningstar and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: Nothing but the best is good enough for him; and he has a rivalry with the church that dominates his actions
Ideals: Impeccable. Flaws: Impulsive. Bonds: Job, Nature, Religious. Occupation: Carter
Voice: Speaks like tongue is numb
Attributes [hide]
Medium (5'2") Human, Neutral Good (CR 3)
Armor Class 8
Hit Points 31 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 6 (-2) | 17 (+3) | 8 (-1) | 12 (+1) | 5 (-3) |
Senses Passive Perception 11
Languages Common
Attacks Melee +5 / 1d8+3, Ranged +0 / 1d8-2, Grapple +3
Possessions: 100 gp.
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