Wymar Denholm, 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 wears skinny pants and wears a blue and yellow robe with the hood down. His silver hair is knotted and matted. His violet eyes dart around the room hyper actively observing anyone and anything.
Personality: He is erratic and paranoid. He believes gnolls are coming to abduct people. Wymar enjoys physical pleasures, and is well known for his love of warm baths in the hot springs near the town.
History: He was born in the south, but his parents moved at a very young age to the west. He was an adventurer many years ago and he formed a blood bond with his Human companion (his 'brother'). He became a Dilettante soon after.
Motivation: He desires power and/or immortality.
Flaws: Hedonist. Bonds: Immigrant, Enemies, Adventurer, Job. Occupation: Dilettante
Voice: Stutters
Attributes [hide]
Medium (5'1") Human, Chaotic Good (CR 3)
Armor Class 14
Hit Points 4 (3d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 18 (+4) | 7 (-2) | 13 (+1) | 16 (+3) | 9 (-1) |
Senses Passive Perception 13
Languages Common, Gnoll
Attacks Melee +3 / 1d8+1, Ranged +6 / 1d8+4, Grapple +4
Possessions: 1100 sp.
Gerald Huckabee, Male Human [Permalink]
Personal [hide]
Description: He stands about 6'3" and prefers to wear brown clothing when he does not wear armor. His left hand appears badly burned and disfigured. Sporting a black mohawk and bushy mustache this man's hair draws a lot of attention. His brown eyes are passionate and lively.
Personality: He never swears and excessively uses polite adverbs when speaking. He can see the true alignment of people by looking at them, and uses this to pass judgement.
History: Gerald was born the youngest of three triplets. His parents enrolled him in a Sorcerer school at a young age so that he could practice his martial talents. He bought a shield and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: His relatives are trying to arrange a marriage; and he loathes his own lifestyle
Ideals: Optimist, Gifted. Flaws: Depressed. Bonds: Family, Nature. Occupation: Blacksmith
Voice: Speaks with a cold
Attributes [hide]
Medium (6'3") Human, Lawful Good (CR 3)
Armor Class 10
Hit Points 10 (3d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 10 (+0) | 12 (+1) | 12 (+1) | 14 (+2) | 14 (+2) |
Senses Passive Perception 12
Languages Common, Elven
Attacks Melee +3 / 1d8+1, Ranged +2 / 1d8+0, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 6 | 5 | 0 |
Possessions: 200 gp. Golden pearl (150 gp).
Gunter Cotton, Male Human [Permalink]
Personal [hide]
Description: He wears a custom-built plate barding that's adorned with grey lining and desert motifs. He carries with him a set of ceremonial daggers, each one with a opal on the hilt. He only wears one on his belt and the other on his back. He has a auburn handlebar mustache and slicked back auburn hair. His violet eyes have a joyful gleam in them most of the time.
Personality: Gunter is depressed about a lot of things. He tends to be a nihilist. He is used to getting what he wants. In part because he is a meticulous planner.
History: Gunter was born in the north. At a young age he loved to build and create. He dropped out of school before completing his studies. Recently a tribe of drow attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Gunter fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: He feels kind of lost in life.
Ideals: Fighting, Professionalism, Persistence, Logical. Flaws: Depressed. Occupation: Spice Merchant
Voice: Speaks in third person
Attributes [hide]
Medium (5'3") Human, Neutral Good (CR 4)
Armor Class 13
Hit Points 31 (4d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 17 (+3) | 13 (+1) | 13 (+1) | 8 (-1) | 10 (+0) |
Senses Passive Perception 11
Languages Common, Undercommon
Attacks Melee +2 / 1d10+0, Ranged +5 / 1d10+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 9 |
Possessions: 21000 sp.
Anselm Kendall, Male Human [Permalink]
Personal [hide]
Description: He is dressed in earthy colors with a green and yellow handkerchief worn on his left side, but does not cut a very imposing figure. He walks with a slouch but will stand straight to his full 5'0" when asserting himself. He sports a long blonde beard, and similarly colored long hair. His thin eyebrows rest above his beady amber eyes.
Personality: Abrasive and pushy, he has a hard time making friends. He keeps company with all sorts of races to see how they think and challenge minds foreign to his own.
History: He served in the navy to pay for his family's outstanding loans. His necromantic abilities were realized during a raid on his village. He has been a successful dealer in antiques buying low and selling high.
Motivation: He is wracked by social anxiety; and retire the richest man in the west
Ideals: Gifted, Entrepeneur. Flaws: Ugly, Antagonistic, Fearful. Bonds: Military. Occupation: Mortician
Voice: Sensual and smooth
Attributes [hide]
Medium (5'0") Human, Neutral Good (CR 4)
Armor Class 10
Hit Points 27 (4d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 10 (+0) | 16 (+3) | 12 (+1) | 16 (+3) | 13 (+1) |
Senses Passive Perception 15
Languages Common, Halfling
Attacks Melee +3 / 1d10+1, Ranged +2 / 1d10+0, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 3 | 2 | 0 |
Possessions: 600 gp.
Miles Addington, Male Human [Permalink]
Personal [hide]
Description: His right side is far more bruised and cut up than his other. He tends to wear a large grey jacket. His chestnut hair is matted, messy, and big. He has green eyes.
Personality: He is witty, but his monotone delivery comes off as unnerving He seeks to pay back kindness whenever he gets the chance. Whether it be in the form of unwanted serenades or the latest gossip he always seeks to do solids for his friends.
History: From birth he was tutored by a cruel and relentless mentor. 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. When his spouse passed he lost his only source of income but claims to his sons to still be retired.
Motivation: Obtaining odd cultural Human artifacts is his passion; and his relatives are trying to arrange a marriage
Ideals: Joker, Philantrophist. Flaws: Ugly. Bonds: Mentor, Family, Adventurer. Occupation: Engraver
Voice: Can't modulate volume
Attributes [hide]
Medium (6'5") Human, Chaotic Good (CR 7)
Armor Class 14
Hit Points 39 (7d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 18 (+4) | 16 (+3) | 15 (+2) | 10 (+0) | 14 (+2) |
Senses Passive Perception 10
Languages Common, Halfling, Druidic
Attacks Melee +3 / 2d8+0, Ranged +7 / 2d8+4, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 6 | 6 | 6 | 4 | 0 | 0 |
Possessions: 200 gp. Golden yellow topaz (200 gp). 1 Minor magic item. 1 Minor magic item.
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