Clerebold Sutherland, Male Human [Permalink]
Personal [hide]
Description: He is a mite stocky and is renowned for his bright pastel suits and hats. He has dyed his greying golden hair a little too much giving a sharp golden color. He has gray eyes.
Personality: He shows great sympathy to all travelers. He's the type to buy drinks and listen to their stories. A true patriot, Clerebold would do anything for his country. He is fiercely protective of his fellow citizens and foreign allies.
History: Born to a pair of adventurers, Clerebold grew up listening to his father's many stories. Being born in the west, 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 west 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 north. Lacking all sense, he decided to go on an adventure. He picked a direction and started trekking.
Motivation: To reunite with his absent father.
Ideals: Philantrophist. Bonds: Military, Adventurer, Family. Occupation: Actor
Voice: Low and grunting
Attributes [hide]
Medium (5'3") Human, Chaotic Good (CR 3)
Armor Class 10
Hit Points 20 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 11 (+0) | 11 (+0) | 18 (+4) | 14 (+2) | 14 (+2) |
Senses Passive Perception 14
Languages Common, Aquan, Druidic, Celestial, Orc
Attacks Melee +3 / 1d8+1, Ranged +2 / 1d8+0, Grapple +1
Possessions: 200 gp. Black pearl (600 gp). Chrysoprase (40 gp). Rich purple corundum (600 gp). 1 Disguise kit. 1 Magnifying glass. 1 Average lock.
Drogo Kenley, Male Human [Permalink]
Personal [hide]
Description: He is a small man, but exceptionally fit. He wears loose pants and a collared shirt complete with sweater beneath his coat. His brown hair is lengthy. He has a tattooed face.
Personality: He is inclined to make off color jokes and interpret anything that could be construed as such as innuendo. He will pursue extreme courses of action in the short term, confident that they cannot fail.
History: He was born a particularly ugly child, much to the horror of his parents. When he was little, his rather wealthy family often ventured across the mountains 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 mountains due to the painful memories there. Drogo took refuge in the large cave and found the beat up scythe and armor he uses now. He bought a scythe and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: Wants to work out more often.
Ideals: Athletic, Joker. Flaws: Impulsive, Ugly. Bonds: Nature. Occupation: Assassin
Voice: Hollow voice
Attributes [hide]
Medium (5'9") Human, Chaotic Good (CR 3)
Armor Class 10
Hit Points 26 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 11 (+0) | 13 (+1) | 9 (-1) | 15 (+2) | 11 (+0) |
Senses Passive Perception 12
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +2 / 1d8+0, Grapple +1
Possessions: 400 gp. Carved harp of exotic wood with ivory inlay and zircon gems (200 gp). Gold and topaz bottle stopper cork (800 gp).
Guy Livingstone, Male Human [Permalink]
Personal [hide]
Description: He wears tight fighting clothing, which leaves very little to the imagination, and carries kukris. He wears a top hat to cover his moderate length brown hair. He has several tiny opal earrings on each ear.
Personality: He has always had a great fascination with Human culture. He is however nostalgic and wants to reunite with his old comrades. He has some compunction and patriotism and will work for the government before all other clients.
History: Trained by his father for as long as he can remember he had it drilled in his head that it was his duty to serve his country. Guy 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. When he grew older, he became a bit more civilized, usually hanging around bars and taverns. He began work as a mercenary for hire. He would embark on any mission as long as the price was right.
Motivation: To reunite with his old friends.
Ideals: Fighting. Flaws: Racist. Bonds: Rich, Adventurer, Military. Occupation: Unemployed
Voice: Aggressive tone
Attributes [hide]
Medium (5'11") Human, Neutral Evil (CR 3)
Armor Class 12
Hit Points 15 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 14 (+2) | 8 (-1) | 13 (+1) | 15 (+2) | 11 (+0) |
Senses Passive Perception 12
Languages Common, Dwarven
Attacks Melee +4 / 1d8+2, Ranged +4 / 1d8+2, Grapple +2
Possessions: 400 gp. 1 Masterwork studded leather. 1 Chain shirt. 1 Darkwood Shield.
Don Jacobs, Male Human [Permalink]
Personal [hide]
Description: He stands about 5'5" and wears an old set of leather armor, nicked and torn by the ravages of time and battle. His right hand appears badly burned and disfigured. His golden hair is kept up in a ponytail inside a feathered hat. He wears large thick round spectacles.
Personality: A skeptical and narcissistic man, Don's first love is himself. His second love is also himself. He is often prim and proper but will on occasion tell either really disgusting or offensive jokes, which seem out of character.
History: Don was raised in a hard working conservative environment. 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 Map Maker. He struck the Map Maker job and began his own company from there.
Motivation: Balancing his hectic life and new Map Maker responsibilities is difficult; and to be a adventurer again
Ideals: Impeccable, Joker. Bonds: Job. Occupation: Map Maker
Voice: Soothing and warm
Attributes [hide]
Medium (5'5") Human, Lawful Good (CR 3)
Armor Class 11
Hit Points 27 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 12 (+1) | 14 (+2) | 14 (+2) | 13 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common, Terran, Elven
Attacks Melee +1 / 1d8-1, Ranged +3 / 1d8+1, Grapple +1
Possessions: 400 gp. Eyepatch with mock eye of sapphire and moonstone (600 gp).
Robert Hackney, Male Human [Permalink]
Personal [hide]
Description: This western man is abnormally tall. He prefers to wear black clothing when he does not wear armor. His whole body is exceptionally muscular. His white hair is smooth and relatively long. His fair skin shows little sign of his aristocratic breeding.
Personality: He is irascible and easily irritated. He can see the true alignment of people by looking at them, and uses this to pass judgement.
History: He was born at the edge of vast forest. He was an adventurer many years ago and he formed a blood bond with his Human companion (his 'brother'). He left for the west, certain he would find work there.
Motivation: A need for knowledge about a nearby landmark; and he wants to meet his childhood hero
Ideals: Gifted. Flaws: Antagonistic. Bonds: Immigrant, Attractive, Nature, Adventurer. Occupation: Seamstress
Voice: Uses lots of figures of speech
Attributes [hide]
Medium (6'5") Human, Lawful Evil (CR 3)
Armor Class 12
Hit Points 30 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 14 (+2) | 13 (+1) | 6 (-2) | 8 (-1) | 15 (+2) |
Senses Passive Perception 9
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +4 / 1d8+2, Grapple +2
Possessions: 200 gp.
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