Robert Tattersall, Male Human [Permalink]
Personal [hide]
Description: This late middle aged man is generally shirtless and showing off his tattooed chest and is in decent physical shape. He wears a feathered hat to cover his moderate length brown hair. His ears are large.
Personality: A rambunctious noisy drunk he knows how to make people feel guilty. Robert is a bit of a follower. Usually he is manipulated by his brothers into helping them out, but recently he has become more of a free agent.
History: He was raised happily, as a normal child born to his father and mother. His father taught him the rudiments of the Painter arts, while his mother instructed him in etiquette, music and courtly manner. 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 Painter. He has since lost track of the people in his past.
Motivation: Revenge; and his spouse's relatives view him with great suspicion
Flaws: Ugly, Depressed. Bonds: Family, Rich, Job, Enemies. Occupation: Painter
Voice: Australian accent
Attributes [hide]
Medium (5'6") Human, Chaotic Good (CR 3)
Armor Class 11
Hit Points 29 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 12 (+1) | 18 (+4) | 7 (-2) | 11 (+0) | 8 (-1) |
Senses Passive Perception 11
Languages Common
Attacks Melee +2 / 1d8+0, Ranged +3 / 1d8+1, Grapple +1
Possessions: 10 pp. Rose (20 gp).
Bernard Wilberforce, Male Human [Permalink]
Personal [hide]
Description: His skin has the orange glow of too much sun. He wears very tight pants and wife beaters, though occasionally he sports a tan coat. He has a long chestnut beard with little hanging trinkets. His face is covered beneath a completely black helmet.
Personality: He is inclined to make off color jokes and interpret anything that could be construed as such as innuendo. He is vehemently anti-magic. All of it is evil and corrupting in his opinion.
History: He was born with several neurological imbalances, which makes sleep difficult for him. It may also be what makes him so good at details. A freak accident while working with his Blacksmith father left him crippled. During his travels, Bernard and his party rested in a cavern that was (unknown to them) infused with powerful dark magic. Upon awakening, Bernard discovered the rest of his party dead, transformed into horrible, mindless undead versions of their former selves. Bernard fled the cavern, stopping for breath at a small pool, and only then realizing his own horrible transformation.
Motivation: To get a good night's sleep; and he doesn't get along with people that don't share his tastes
Ideals: Joker, Opinionated. Flaws: Disease, Insomniac. Occupation: Carpenter
Voice: Hard of hearing, loud
Attributes [hide]
Medium (5'10") Human, Neutral Good (CR 3)
Armor Class 9
Hit Points 20 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
7 (-2) | 8 (-1) | 13 (+1) | 12 (+1) | 14 (+2) | 12 (+1) |
Senses Passive Perception 13
Languages Common, Terran
Attacks Melee +0 / 1d8-2, Ranged +1 / 1d8-1, Grapple -1
Possessions: 200 gp. 2 Tanglefoot bags. 3 Antitoxin. 5 Acid flasks.
Lance Barlow, Male Human [Permalink]
Personal [hide]
Description: This man is moderately tanned and has just the faintest trace of an accent. He dresses well, wearing yellow shirts, loose pants, and blazers most of the time. He has a long silver beard with little hanging trinkets. His fierce gray eyes like to dwell on things.
Personality: He swings through moods quickly. One moment he is cool and collected, the next he is carried away by passions. His job bores him to no end. He has decided to make it more interesting.
History: He was born in the north, but his parents moved at a very young age to the south. His family was being driven out of business by several neighboring competitors. The mother sought out extralegal help and others began closing their doors. He saw this and took pride in his mother's willingness to do anything to win. He left for the north, certain he would find work there.
Motivation: Seeks redemption; and he wants to meet his childhood hero
Ideals: Passionate. Bonds: Attractive, Immigrant, Adventurer, Criminal record. Occupation: Locksmith
Voice: Sleepy voice
Attributes [hide]
Medium (6'5") Human, Neutral Evil (CR 4)
Armor Class 11
Hit Points 32 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 12 (+1) | 14 (+2) | 15 (+2) | 16 (+3) | 12 (+1) |
Senses Passive Perception 13
Languages Common, Sylvan, Infernal
Attacks Melee +5 / 1d10+3, Ranged +3 / 1d10+1, Grapple +4
Possessions: 30 pp. Deep blue spinel (800 gp). Aquamarine (800 gp). Blue quartz (4 gp).
Percival Ansley, Male Human [Permalink]
Personal [hide]
Description: He is wearing a long, red cloak. He cuts an attractive figure and his suit of old armor is well cared for even if it is obsolete. His red hair is thinning but still full. His violet eyes dart from person to person.
Personality: He fancies himself a trickster and likes to rely on his wits to carry the day. He cares for his older siblings and likes to be recognized by them. He can't help but pocket interesting objects he comes across
History: Born in a small village he learned the ways of the warrior from his father. In his formative years he discovered how persuasive he was. He began using that to his advantage selling useless wares at inflated prices. Being a Scribe kept his interest for a while, but then he became depressed and bored. So he turned to a secret life of crime, taking increasingly more risks and challenges.
Motivation: Doesn't want to be a Scribe and was forced into it by his family.
Ideals: Fighting, Entrepeneur. Bonds: Attractive, Family, Criminal record. Occupation: Scribe
Voice: Gruff and masculine
Attributes [hide]
Medium (6'1") Human, Chaotic Evil (CR 3)
Armor Class 14
Hit Points 20 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 18 (+4) | 12 (+1) | 14 (+2) | 15 (+2) | 9 (-1) |
Senses Passive Perception 12
Languages Common, Goblin, Druidic
Attacks Melee +4 / 1d8+2, Ranged +6 / 1d8+4, Grapple +4
Possessions: 100 gp.
Solomon Addington, Male Human [Permalink]
Personal [hide]
Description: Runty and weak-looking, he dresses in blue turtlenecks beneath a white coat with black slacks. He has a small bristly mustache and wavy auburn hair. His fierce green eyes like to dwell on things.
Personality: He is unhospitable to his core. His small house has "No trespassing" Signs all over it. He invented a lineage for himself and claims to be descended from several legendary heroes.
History: Trained by his mother for as long as he can remember he had it drilled in his head that it was his duty to serve his country. Solomon abandoned his home at a very young age, living in the fields and plains. He survived everyday through hunting and stealing from passersby. He did whatever it took for him to survive. He was recently attacked on the road and savagely beaten by bandits.
Motivation: He wants to meet his childhood hero; and he's looking for his big break
Flaws: Ugly, Antagonistic. Bonds: Poor, Adventurer, Military. Occupation: Marshal
Voice: Shortens vowels
Attributes [hide]
Medium (6'5") Human, Lawful Neutral (CR 3)
Armor Class 12
Hit Points 19 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 15 (+2) | 14 (+2) | 8 (-1) | 14 (+2) | 15 (+2) |
Senses Passive Perception 12
Languages Common
Attacks Melee +4 / 1d8+2, Ranged +4 / 1d8+2, Grapple +2
Possessions: 400 gp.
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