Wymar Sheldon, Male Human [Permalink]
Personal [hide]
Description: Dark and lean, he is a relatively plain man. He is wearing a perfectly clean shirt and pair of pants. He wears his red hair up. His skin is flawless and his blue eyes scan people very quickly.
Personality: He is filled with cunning. He likes to feign weakness letting people think he is weak. He will do just about anything if he becomes convinced it is for someone's true love, of this he is easily convinced.
History: Wymar hails from a village terrorized by goblins. A few years later when the south was not economically sound they moved to his current location. He guards a vault combo very seriously as well as the key needed to open it.
Motivation: To unite with his sister; and he wants to get laid
Flaws: Secretive. Bonds: Attractive, Has a crush, Enemies, Immigrant, Family. Occupation: Roofer
Voice: Loud with bravado
Attributes [hide]
Medium (6'6") Human, Lawful Good (CR 4)
Armor Class 10
Hit Points 41 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 11 (+0) | 14 (+2) | 10 (+0) | 12 (+1) | 11 (+0) |
Senses Passive Perception 13
Languages Common
Attacks Melee +5 / 1d10+3, Ranged +2 / 1d10+0, Grapple +3
Possessions: 200 gp. Eyepatch with mock eye of sapphire and moonstone (700 gp). Fire opal pendant on a fine gold chain (700 gp). 1 Masterwork Common Ranged Weapon. 1 Masterwork Uncommon Weapon. 1 Masterwork Uncommon Weapon. 1 Masterwork Common Melee.
Heward Fawcett, Male Human [Permalink]
Personal [hide]
Description: A 5'4" southern man, he wears tan trousers with violet and pastel striped suspenders. He wears various colorful collared shirts. With a patchy red beard and wild red hair. His eyes are amber and catlike.
Personality: Aggressive, abrasive, and angry, Heward embodies much of what other species detest in the Humans. He always tries to repair and not replace. It was this mentality that drove him into the Carter business.
History: Born to a pair of adventurers, Heward grew up listening to his mother's many stories. He found a children's book about a Human Fighter who fought for good and justice and never realised it was just a child's story. He modeled his life after the story, seeing himself destined a hero. He bought a crossbow and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: Many gnolls want him driven away; and he's looking for his big break
Ideals: Persistence. Flaws: Antagonistic. Bonds: Adventurer, Nature, Enemies. Occupation: Carter
Voice: Farmer accent
Attributes [hide]
Medium (5'4") Human, Lawful Good (CR 8)
Armor Class 12
Hit Points 43 (8d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 15 (+2) | 13 (+1) | 14 (+2) | 15 (+2) | 15 (+2) |
Senses Passive Perception 12
Languages Common, Undercommon, Abyssal
Attacks Melee +4 / 2d10+1, Ranged +5 / 2d10+2, Grapple +2
Possessions: 30 pp. 1 Minor magic item.
Godfrey Cromwell, Male Human [Permalink]
Personal [hide]
Description: A man with a cold, calculating 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 top hat is riddled with cuts and holes. He wears crescent spectacles with a black brim.
Personality: He is erratic and paranoid. He believes dire rats are coming to abduct people. He cannot resist a sob story and will often dote over anyone who has one.
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. He graduated from the Naval Academy and went to see the world at the rank of Ensign. He advanced relatively quickly due to his good work ethic, understanding of the chain of command, and natural leadership ability. He struck the Hunter job and began his own company from there.
Motivation: He loathes his own lifestyle; and his name or reputation has been wronged in the past by dire rats, and he desires to right it
Ideals: Philantrophist. Flaws: Ugly, Depressed. Bonds: Enemies, Military, Job. Occupation: Hunter
Voice: Nasally tone
Attributes [hide]
Medium (6'1") Human, Neutral Good (CR 4)
Armor Class 11
Hit Points 27 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 12 (+1) | 11 (+0) | 12 (+1) | 15 (+2) | 14 (+2) |
Senses Passive Perception 12
Languages Common, Sylvan
Attacks Melee +4 / 1d10+2, Ranged +3 / 1d10+1, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 0 | 0 | 0 | 0 | 0 |
Possessions: Deep blue spinel (700 gp). Banded agate (14 gp). Peridot (70 gp).
Odo Dalton, Male Human [Permalink]
Personal [hide]
Description: He tends to wear a blue poncho over his likewise colored trousers and shirt. He has a slight overbite and is overall scrawny. His hair is cut close to his head. His brown unseeing eyes seem to look past you.
Personality: He likes to fabricate stories about his past exploits and how crazy he is, but in actuality he is rather bland. He does suffer from mild PTSD, and the sight of goblins may trigger it at times.
History: Odo was born to in a poor docking district. He spent his early days working in the same smith shop his mother was employed at, doing general labor. When Odo reached his early adolescence his Human mother passed away. Feeling disconnected from the small nearby village afterwards, he decided to travel. His rounds led him into the Army with a few individuals who would become his life-long companions. He has taken up leadership of the village's small militia in response to goblins demanding more tribute than usual.
Motivation: To find somewhere to settle down; and he seems to be bored by most things
Flaws: Disease, Mundane. Bonds: Enemies, Poor, Military. Occupation: Detective
Voice: Old thin voice
Attributes [hide]
Medium (5'5") Human, Neutral Good (CR 4)
Armor Class 9
Hit Points 33 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 9 (-1) | 10 (+0) | 15 (+2) | 12 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common, Druidic, Giant
Attacks Melee +3 / 1d10+1, Ranged +1 / 1d10-1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 0 | 0 | 0 |
Possessions: 600 gp.
Jocelyn Dumph, Male Human [Permalink]
Personal [hide]
Description: He wears a brown costume with the symbols of strength on his torso. His auburn hair is unkempt and raggedy. His violet eyes are passionate and lively.
Personality: He is happy with his job as a Dilettante. He turns his eye from what people do, preferring to live and let live. He refers to his adoptive father for almost all things he is unsure about, which are numerous. He is very much still a child and has not developed a drive for self-dependency.
History: His necromantic talent manifested at a young age. Aiming to upstage a rival house, his parents had him trained. After coming to the age of reason, Jocelyn took it upon himself to study the necromantic arts in their entirety; because of this, he was labeled a dark omen and banished from his homeland. He's also a talented Roofer, but doesn't like to broadcast it.
Motivation: Wants to open a new tavern.
Ideals: Gifted. Flaws: Ugly. Bonds: Poor, Job, Family. Occupation: Dilettante
Voice: Speaks in third person
Attributes [hide]
Medium (6'4") Human, Lawful Good (CR 3)
Armor Class 11
Hit Points 21 (3d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 13 (+1) | 14 (+2) | 11 (+0) | 17 (+3) | 15 (+2) |
Senses Passive Perception 13
Languages Common
Attacks Melee +4 / 1d8+2, Ranged +3 / 1d8+1, Grapple +2
Possessions: 3000 sp. Coral (50 gp). Red-brown spinel (50 gp). Smoky quartz (40 gp). 4 Thunderstones. 1 Tanglefoot bags. 4 Thunderstones.
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