Norman Yardley, Male Human [Permalink]
Personal [hide]
Description: He wears a custom-built plate barding that's adorned with violet lining and desert motifs, but does not cut a very imposing figure. He walks with a slouch but will stand straight to his full 5'6" when asserting himself. He has a small bristly mustache and wavy chestnut hair. His eyes are blue and he is always smoking a pipe.
Personality: He is inclined to make off color jokes and interpret anything that could be construed as such as innuendo. He is used to getting what he wants. In part because he is a meticulous planner.
History: Born to a pair of adventurers, Norman grew up listening to his father's many stories. He was an adventurer many years ago and he formed a blood bond with his Human companion (his 'brother'). Since then, he has sought to make the best of life.
Motivation: He's looking for his big break.
Ideals: Joker, Professionalism, Optimist. Bonds: Adventurer. Occupation: Spy
Voice: Pronounces O like U
Attributes [hide]
Medium (5'6") Human, Neutral Good (CR 4)
Armor Class 9
Hit Points 21 (4d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 9 (-1) | 11 (+0) | 14 (+2) | 12 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common, Halfling, Auran
Attacks Melee +4 / 1d10+2, Ranged +1 / 1d10-1, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 3 | 2 | 0 |
Possessions: 35000 sp.
Gunter Graeme, Male Human [Permalink]
Personal [hide]
Description: This exceptionally lanky man is typically in his Herbalist uniform. He sports a long black beard, and similarly colored long hair. He has a very pronounced jaw and large eyebrows. He wears rectangular glasses with silver brims.
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 is always in debt, since he spends his money on lavish parties and gifts for friends
History: The child of southern immigrants he idolized his mother. He was an apprentice working in his mother's forge. He has set out to sabotage the competition.
Motivation: Expand his business; and to prove his worth to the world
Ideals: Philantrophist. Flaws: Antagonistic, Impulsive. Bonds: Job, Immigrant. Occupation: Herbalist
Voice: growls and snarls, animalistic
Attributes [hide]
Medium (5'2") Human, Neutral Good (CR 3)
Armor Class 10
Hit Points 17 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 11 (+0) | 15 (+2) | 11 (+0) | 10 (+0) | 13 (+1) |
Senses Passive Perception 12
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +2 / 1d8+0, Grapple +1
Possessions: 200 gp. Carved harp of exotic wood with ivory inlay and zircon gems (800 gp).
Lance Gracey, Male Human [Permalink]
Personal [hide]
Description: He wears a yellow shirt with thin red vertical stripes and black pants. He keeps his black hair in a pixie cut. His brown eyes show the wear and tear of someone lonely with a great burden to carry.
Personality: Confrontational and typically high on some drug or another. 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: Sold as a small child to a slaver, Lance was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. Being born in the south, 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 south 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 north. He is untrained/undisciplined, which makes him dangerous.
Motivation: Money/treasure; and doesn't want to be a brewer and was forced into it by his family
Flaws: Addict, Insane. Bonds: Family, Mentor, Rich. Occupation: Brewer
Voice: Laughs frequently while speaking
Attributes [hide]
Medium (6'0") Human, Chaotic Good (CR 4)
Armor Class 10
Hit Points 31 (4d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 11 (+0) | 9 (-1) | 14 (+2) | 9 (-1) | 17 (+3) |
Senses Passive Perception 12
Languages Common, Celestial, Sylvan
Attacks Melee +4 / 1d10+2, Ranged +2 / 1d10+0, Grapple +2
Possessions: 300 gp. 1 Minor magic item.
Guy Hayes, Male Human [Permalink]
Personal [hide]
Description: A moderately attractive man, he wears a blue tunic with red highlights, and long white pants that bunch up around his shoes. His hair is long and red with streaks of brown, and is pulled back with small blue clips. His beard is brown, braided, and well cared for. His eyes are likewise gray. His teeth are white and perfect.
Personality: He swings through moods quickly. One moment he is cool and collected, the next he is carried away by passions. As long as the job gets done he does not care how it got done.
History: Guy lived on a farm with his father, near the main road leading to a nearby town. Before the accident, he was one of the most outspoken anti-Human activists. He was mortally wounded, saved by a kind and fast-acting Human doctor. He has since lost track of the people in his past.
Motivation: Find a way to reverse the transformation of his sister; and he wants random interesting trinkets and junk, hates to throw anything away
Ideals: Passionate, Professionalism. Flaws: Racist, Greedy. Bonds: Attractive, Family. Occupation: Jeweler
Voice: Pirate accent
Attributes [hide]
Medium (5'11") Human, Chaotic Good (CR 3)
Armor Class 13
Hit Points 20 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 17 (+3) | 10 (+0) | 8 (-1) | 15 (+2) | 10 (+0) |
Senses Passive Perception 12
Languages Common
Attacks Melee +2 / 1d8+0, Ranged +5 / 1d8+3, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 0 | 0 | 0 | 0 | 0 |
Possessions: 60 pp. 1 Masterwork Common Melee. 1 Masterwork Uncommon Weapon. 1 Masterwork Common Ranged Weapon.
Hunter Dalton, Male Human [Permalink]
Personal [hide]
Description: He wears a fancy yellow suit. His golden hair is drawn into a tight pony tail with a rose scrunchie. He wears crescent spectacles with a black brim.
Personality: He likes to make people angry or surprised. He has zero loyalty and will suck up to whomever is within range, in the hopes of being moved to a better position.
History: He got into the Bellfounder business at a young age. He has chosen to use the inheritance that was left to him frivolously. He has achieved small success as a Bellfounder.
Motivation: He's attracted to the PC; and he uses money and sex appeal to get what he needs
Flaws: Antagonistic, Fearful. Bonds: Attractive, Job, Rich, Has a crush. Occupation: Bellfounder
Voice: Old thin voice
Attributes [hide]
Medium (5'10") Human, Chaotic Good (CR 3)
Armor Class 11
Hit Points 11 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 12 (+1) | 11 (+0) | 11 (+0) | 14 (+2) | 8 (-1) |
Senses Passive Perception 12
Languages Common
Attacks Melee +5 / 1d8+3, Ranged +3 / 1d8+1, Grapple +3
Possessions: 400 gp. Amethyst (130 gp). White opal (700 gp). Fiery yellow corundum (700 gp).
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Their contribution stands as a beacon of hope for all adventurers!
