Gerard Hailey, Male Human [Permalink]
Personal [hide]
Description: This petite short man is perpetually holding a beer of some kind. He is wearing a tight violet one piece outfit complete with pants, hood, and a cape, marred by beers. He has done his best to style his brown hair to look like a famous performer. His face is feral with sharp distinguishing features. His spectacle hidden eyes are a deep blue.
Personality: Here is a man who knows he is the smartest in the room. He talks down to others constantly. He invented a lineage for himself and claims to be descended from several legendary heroes.
History: He got into the Navigator business at a young age. Like his mother and his brother before him, after school he went straight into learning to become a Navigator. He was recently attacked on the road and savagely beaten by bandits.
Motivation: He feels the way he acts is they only way to get by in the world; and he desires power and/or immortality
Ideals: Impeccable. Flaws: Ugly. Bonds: Adventurer, Job. Occupation: Navigator
Voice: Speaks with lower jaw sticking out
Attributes [hide]
Medium (6'6") Human, Chaotic Neutral (CR 3)
Armor Class 9
Hit Points 11 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
4 (-3) | 8 (-1) | 9 (-1) | 9 (-1) | 11 (+0) | 15 (+2) |
Senses Passive Perception 10
Languages Common
Attacks Melee -1 / 1d8-3, Ranged +1 / 1d8-1, Grapple -1
Possessions: 100 gp. A roughly beaten golden orb (90 gp).
Trey Nibley, 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 bundled in multiple layers and is prepared for a desert trek wearing a turban that covers his face most of the time. He wears a feathered hat to cover his moderate length white hair. His face is covered beneath a completely black helmet.
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 uses his nature as a weapon; he likes to lead opponents to think him in distress.
History: He was born to a pair of big game hunters, but was frequently ill as a child. 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 guards a vault combo very seriously as well as the key needed to open it.
Motivation: To unite with his sister.
Flaws: Secretive, Disease. Bonds: Immigrant, Family. Occupation: Apothecary
Voice: Shortens vowels
Attributes [hide]
Medium (5'5") Human, Neutral Good (CR 3)
Armor Class 10
Hit Points 18 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 11 (+0) | 13 (+1) | 9 (-1) | 13 (+1) | 8 (-1) |
Senses Passive Perception 11
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +2 / 1d8+0, Grapple +1
Possessions: 100 gp.
Percival Abram, Male Human [Permalink]
Personal [hide]
Description: This younger middle-aged man wears suspenders and violet workpants. His shirt is pastel, and he wears a heavy violet leather apron most of the time, and a wedding ring on his right hand. He keeps his chestnut hair in a flapper bob. This gray eyed southerner is not easily forgotten.
Personality: He is calm most of the time but flees social interaction. When triggered he is a bloodthirsty maniac, stopping at nothing and killing everything for almost an hour.
History: He was born at the edge of vast plains. His parents died when he was young, and he was unceremoniously dumped in the city orphanage. Percival grew up in the orphanage, tormented by the older kids and famished from lack of food. To avoid death by starvation, most orphans take to a life of crime or prostitution (often both), and so did Percival. He would ruin relationships and cause injury. He was reprimanded several times before being given his current form and forced to learn humility.
Motivation: Wishes to resurrect an old love.
Flaws: Shy, Insane. Bonds: In love, Criminal record, Nature. Occupation: Animal Trainer
Voice: High pitched, excited
Attributes [hide]
Medium (5'0") Human, Lawful Evil (CR 3)
Armor Class 10
Hit Points 25 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 11 (+0) | 15 (+2) | 8 (-1) | 16 (+3) | 13 (+1) |
Senses Passive Perception 13
Languages Common
Attacks Melee +1 / 1d8-1, Ranged +2 / 1d8+0, Grapple +0
Possessions: 400 gp. Fire opal pendant on a fine gold chain (500 gp). Brass mug with jade inlays (600 gp).
Hubert Woods, Male Human [Permalink]
Personal [hide]
Description: His left thumb is blackened and bruised, but otherwise he appears quite healthy. He is well dressed, constantly wearing a tan suit, green shirt, and grey tie. His hair is always cut to a buzz. His otherwise smooth face is marked with small tiny scars.
Personality: He will rave to anyone who will listen. He always tries to repair and not replace. It was this mentality that drove him into the Roofer business.
History: Born to a Soapmaker, his father struggled to pay the bills. He made a point of taking high paying jobs and getting most of it up front. He has dedicated himself to building a better trade route.
Motivation: Obtaining odd cultural Human artifacts is his passion; and a need for knowledge about a nearby landmark
Ideals: Persistence. Flaws: Insane. Bonds: Poor, Adventurer. Occupation: Roofer
Voice: Uses lots of figures of speech
Attributes [hide]
Medium (5'10") Human, Neutral Good (CR 3)
Armor Class 12
Hit Points 17 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 14 (+2) | 13 (+1) | 12 (+1) | 15 (+2) | 13 (+1) |
Senses Passive Perception 12
Languages Common, Giant
Attacks Melee +4 / 1d8+2, Ranged +4 / 1d8+2, Grapple +2
Possessions: 6000 cp.
Charles Everleigh, Male Human [Permalink]
Personal [hide]
Description: He wears a faded coat and loose pants complete with feathered hat. He carries with him a set of lances, each one with a sapphire on the hilt. He only wears one on his belt and the other on his back. He has styled his brown hair well, parting it to the left. He has a tattooed face.
Personality: He is calm most of the time but flees social interaction. He is obsessed with a lost civilization.
History: From birth he was tutored by a cruel and relentless mentor. His father was a soldier and died while he was still young. Charles was left his father's suit of armor and trained in its use and care. Recently a tribe of gnolls attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Charles fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: He desires power and/or immortality; and meet up once more with his childhood friend
Ideals: Fighting. Flaws: Shy. Bonds: Adventurer, Mentor, Military. Occupation: Assassin
Voice: Laughs frequently while speaking
Attributes [hide]
Medium (6'6") Human, True Neutral (CR 4)
Armor Class 10
Hit Points 36 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 11 (+0) | 12 (+1) | 12 (+1) | 12 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common, Goblin
Attacks Melee +2 / 1d10+0, Ranged +2 / 1d10+0, Grapple +0
Possessions: 100 gp. Rose (60 gp). Violet garnet (200 gp). 1 Masterwork Thieves’ tools. 1 Superior lock.
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