Patrick Mori, Male Human [Permalink]
Personal [hide]
Description: This malnourished man wears a custom-built plate barding that's adorned with grey lining and desert motifs. His hair is red and curly. His otherwise smooth face is marked with small tiny scars.
Personality: He dislikes all the random violence that takes place in the west. He is terrible with names forgetting people's names several times before they finally stick; this causes him no end of embarrassment.
History: Born to a pair of adventurers, Patrick grew up listening to his father's many stories. 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 Locksmith. He then took over the family business and is one of the better Locksmith for hire.
Motivation: He desires power and/or immortality; and further expansion of business
Ideals: Pacifist. Flaws: Forgetful. Bonds: Poor, Adventurer, Job. Occupation: Locksmith
Voice: Sensual and smooth
Attributes [hide]
Medium (6'0") Human, Lawful Good (CR 5)
Armor Class 11
Hit Points 32 (5d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 13 (+1) | 11 (+0) | 11 (+0) | 16 (+3) | 10 (+0) |
Senses Passive Perception 14
Languages Common
Attacks Melee +6 / 2d4+3, Ranged +4 / 2d4+1, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 14 | 5 | 3 | 2 | 1 | 0 | 0 | 0 |
Possessions: 700 gp. Sardonyx (50 gp). Violet garnet (400 gp).
Gerard Charlton, Male Human [Permalink]
Personal [hide]
Description: He wears a brown vest and prefers blue and yellow shirts. His boots appear to have been at one point steel toed but are quite worn down. He has a moderate pudge and is not very fit. His chestnut hair and beard is wavy and long. He wears crescent spectacles with a black brim.
Personality: A grumpy guy he will invite people to lunch so he can critique them. Yet he still seems generally likeable, like a lovable grump. He invented a lineage for himself and claims to be descended from several legendary heroes.
History: Gerard was born into a poor family. Growing up, he dreamt of becoming a Sorcerer, to bring honor to his family’s name. When he came of age, he applied for a position with his town's local guard, looking to work his way up via merit and eventually become a Sorcerer in service of a powerful lord somewhere. He was an adventurer many years ago and he formed a blood bond with his Human companion (his 'brother'). After a long history of fighting, Gerard and his spouse have recently divorced.
Motivation: A need for knowledge about a nearby landmark.
Ideals: Philantrophist. Flaws: Ugly, Antagonistic. Bonds: Adventurer, Poor. Occupation: Animal Trainer
Voice: Scottish accent
Attributes [hide]
Medium (6'4") Human, Chaotic Good (CR 4)
Armor Class 12
Hit Points 22 (4d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 14 (+2) | 15 (+2) | 11 (+0) | 15 (+2) | 18 (+4) |
Senses Passive Perception 14
Languages Common
Attacks Melee +2 / 1d10+0, Ranged +4 / 1d10+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 6 | 6 |
Possessions: 25000 cp. 1 Minor magic item.
Ernest Hartford, Male Human [Permalink]
Personal [hide]
Description: Wearing a closed helm and plate, one would not know what he was had he not made sure his armor was more form fitting than normal. Outside of the suit he wears a tan costume with the symbols of the four houses of cards on his torso. He wears a small hat to hide his balding. His eyes are gray and he is always smoking a pipe.
Personality: He is erratic and paranoid. He believes dire rats are coming to abduct people. He takes great pride in his work and is very well organized. His planner is full of calendar events.
History: Sold as a small child to a necromancer, Ernest was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. He was an apprentice working in his mother's forge. He has worked as a Navigator like his mother before him.
Motivation: He wants revenge against dire rats; and many dire rats want him driven away
Bonds: Enemies, Job, Mentor. Occupation: Navigator
Voice: Sighs a lot, exhausted
Attributes [hide]
Medium (5'4") Human, Neutral Good (CR 6)
Armor Class 13
Hit Points 21 (6d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 16 (+3) | 10 (+0) | 17 (+3) | 13 (+1) | 10 (+0) |
Senses Passive Perception 11
Languages Common, Sylvan, Aquan, Infernal
Attacks Melee +3 / 2d6+0, Ranged +6 / 2d6+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 0 | 1 | 0 | 0 |
Possessions: 100 gp. 1 Minor magic item.
Gerald Cholmondeley, Male Human [Permalink]
Personal [hide]
Description: He dresses like a well dressed Herbalist does. His attire stands in sharp contrast to his morningstar, which is beautifully polished and possesses an ornate carving of a dagger on it. His hair, while still mostly silver, has prominent grey streaks. His half smiles and gray eyes are beguiling and draw you in.
Personality: A rambunctious noisy drunk he knows how to make people feel guilty. He is lazy and tries to find solutions quickly.
History: His druidic talent manifested at a young age. Aiming to upstage a rival house, his parents had him trained. He helped his father out around the business and became quite the natural. He now owns his own business.
Motivation: He loathes his own lifestyle.
Ideals: Gifted. Flaws: Depressed, Lazy. Bonds: Job, Attractive. Occupation: Herbalist
Voice: Low range voice
Attributes [hide]
Medium (5'9") Human, Chaotic Good (CR 7)
Armor Class 11
Hit Points 75 (7d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
4 (-3) | 12 (+1) | 18 (+4) | 12 (+1) | 13 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common, Terran
Attacks Melee +0 / 2d8-3, Ranged +4 / 2d8+1, Grapple +1
Possessions: 40 pp. Deep blue spinel (1000 gp). Citrine (20 gp). Pink pearl (100 gp). Emerald (600 gp). 1 Minor magic item.
Balimaar Kensley, Male Human [Permalink]
Personal [hide]
Description: A man with a warm, jovial air about him, he tends to wear a heavy leather apron. Coupled with his rolled up shirt sleeves this gives him a very relaxed look. His brown hair is cut short with large spiked bangs in the front. He wears round tiny glasses practically rammed into his face.
Personality: His tongue was cut out and he uses sign language. He plays an instrument quite well.
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. He was an adventurer many years ago and he formed a blood bond with his Human companion (his 'brother'). Lacking all sense, he decided to go on an adventure. He picked a direction and started trekking.
Motivation: He wants to meet his childhood hero.
Ideals: Artistic. Flaws: Disease, Insomniac. Bonds: Adventurer. Occupation: Carpenter
Voice: Switch between two voices
Attributes [hide]
Medium (6'3") Human, Lawful Good (CR 4)
Armor Class 11
Hit Points 16 (4d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 13 (+1) | 11 (+0) | 10 (+0) | 13 (+1) | 18 (+4) |
Senses Passive Perception 11
Languages Common
Attacks Melee +1 / 1d10-1, Ranged +3 / 1d10+1, Grapple +1
Possessions: 100 gp.
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Their contribution stands as a beacon of hope for all adventurers!
