Trym Everleigh, Male Human [Permalink]
Personal [hide]
Description: He wears loose pants and a collared shirt complete with sweater beneath his coat. He has a slight overbite and is overall scrawny. His head has been shaved. His face is scarred and worn.
Personality: He is business-like. He takes instructions and follows them to the letter. A true patriot, Trym would do anything for his country. He is fiercely protective of his fellow citizens and foreign allies.
History: The child of eastern immigrants he idolized his mother. His necromantic abilities were realized during a raid on his village. He was recently attacked on the road and savagely beaten by bandits.
Motivation: He wants nothing more than to rejoin the army; and he feels the way he acts is they only way to get by in the world
Ideals: Professionalism, Gifted. Flaws: Ugly. Bonds: Military, Immigrant. Occupation: Roofer
Voice: Jittery and nervous
Attributes [hide]
Medium (5'0") Human, Chaotic Evil (CR 3)
Armor Class 12
Hit Points 30 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 14 (+2) | 15 (+2) | 10 (+0) | 9 (-1) | 11 (+0) |
Senses Passive Perception 9
Languages Common
Attacks Melee +2 / 1d8+0, Ranged +4 / 1d8+2, Grapple +2
Possessions: 4000 cp.
Jocelyn Winterbourne, Male Human [Permalink]
Personal [hide]
Description: What flesh remains visible is marred by burns. He wears an amalgamation of clothes and depending on the season will wear more layers of the continuing hodge podge. His blonde hair is long and unkept. His eyes are likewise hazel.
Personality: He is overprotective of those who hire his services. His job bores him to no end. He has decided to make it more interesting.
History: His mother raised him in a mountain cabin. Jocelyn was born on a far northern forest where he grew up under the tutelage of his father, an expert Barrister. He eventually got the idea of being the protector of his homeland from reading books, and has made it his duty.
Motivation: He has comitted a past crime that haunts him to this day; and a rival would like him out of the picture
Flaws: Ugly. Bonds: Guardian, Adventurer, Criminal record, Nature, Immigrant. Occupation: Barrister
Voice: Aggressive tone
Attributes [hide]
Medium (5'10") Human, Lawful Evil (CR 3)
Armor Class 11
Hit Points 24 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 13 (+1) | 14 (+2) | 13 (+1) | 12 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common, Ignan
Attacks Melee +3 / 1d8+1, Ranged +3 / 1d8+1, Grapple +1
Possessions: 200 gp. Moss agate (11 gp).
Diggory Tickle, Male Human [Permalink]
Personal [hide]
Description: What flesh remains visible is marred by burns. He wears bulky yellow painted plate armor. His red hair is slicked back into a classic pompadour. His eyes are violet and he is always smoking a pipe.
Personality: He likes to make people angry or surprised. He has a hair trigger and will fly into rage over the tiniest perceived slights.
History: Diggory was born the youngest of three triplets. His mother was a mechanic, and taught him how to fix just about anything. He was betrayed by a partner and left for dead, teaching him a humbling lesson in trusting others.
Motivation: To be a Tailor again; and his relatives are trying to arrange a marriage
Ideals: Persistence. Flaws: Ugly, Antagonistic. Bonds: Family, Job. Occupation: Doctor
Voice: Adds syll-ab-les for em-pha-sis
Attributes [hide]
Medium (5'4") Human, Neutral Evil (CR 3)
Armor Class 13
Hit Points 34 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 16 (+3) | 17 (+3) | 9 (-1) | 12 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common
Attacks Melee +1 / 1d8-1, Ranged +5 / 1d8+3, Grapple +3
Possessions: 400 gp. Carved harp of exotic wood with ivory inlay and zircon gems (600 gp). Solid gold idol (600 gp). 1 Chain shirt.
Bertram Davenport, Male Human [Permalink]
Personal [hide]
Description: Relatively heavier built than your average man, he is not imposing. He wears well tailored suits and hats with beautiful decoration. He is almost always dressed for an outing in high society. His brown hair, when down, is lengthy. He wears an eyepatch.
Personality: He is curt in most of his responses. He prefers to keep his word usage to a minimum to avoid giving away unnecessary information. He passes on several rewards to people in need. He makes a point to leave places better than he found them.
History: Born to a pair of adventurers, Bertram grew up listening to his mother's many stories. From there he went from mercenary job to mercenary job. He was recently attacked on the road and savagely beaten by bandits.
Motivation: He is greedy; and meet up once more with his childhood friend
Ideals: Philantrophist. Flaws: Ugly, Shy. Bonds: Rich, Adventurer. Occupation: Stylist
Voice: Uses sign language
Attributes [hide]
Medium (6'6") Human, Lawful Evil (CR 5)
Armor Class 12
Hit Points 39 (5d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 14 (+2) | 11 (+0) | 10 (+0) | 9 (-1) | 7 (-2) |
Senses Passive Perception 9
Languages Common
Attacks Melee +3 / 2d4+0, Ranged +5 / 2d4+2, Grapple +2
Possessions: 700 gp. Obsidian (12 gp). White opal (500 gp).
Nicholas Hallewell, Male Human [Permalink]
Personal [hide]
Description: A man with a friendly, welcoming air about him, he sports yellow clothing, slightly heavier than average wear. His chestnut hair is lengthy and is close to two feet long. He has gleaming, smiling violet eyes.
Personality: He never swears and excessively uses polite adverbs when speaking. He is a bit of a xeno-phobe, disliking non-Humans.
History: Nicholas lived on a farm with his mother, near the main road leading to a nearby town. 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 east. He hopes to save up enough money to one day pay a cleric to cure him.
Motivation: A need for knowledge about a nearby landmark; and to reunite with his old friends
Ideals: Optimist. Flaws: Racist, Disease. Bonds: Family, Adventurer. Occupation: Armorer
Voice: Low rumbling, strings words together
Attributes [hide]
Medium (6'4") Human, Lawful Neutral (CR 4)
Armor Class 12
Hit Points 20 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 14 (+2) | 11 (+0) | 11 (+0) | 11 (+0) | 16 (+3) |
Senses Passive Perception 10
Languages Common
Attacks Melee +4 / 1d10+2, Ranged +4 / 1d10+2, Grapple +2
Possessions: 100 gp. 1 Minor magic item.
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Their contribution stands as a beacon of hope for all adventurers!