Gerard Pinkerton, Male Human [Permalink]
Personal [hide]
Description: He dresses like a well dressed Animal Trainer does. He has a slight overbite and is overall scrawny. His hair is chestnut, silky, and of moderate length. His skin is flawless and his amber eyes scan people very quickly.
Personality: He is quiet and anti-social and can barely make it a few minutes in conversation before his hampering stammer kicks in. He is however greedy and will demand payment and proof of collateral's value and will produce a merchant's scale to make sure he is not cheated out of a speck.
History: He got into the Animal Trainer business at a young age. He went to a religious school and was inspired by the priests there in charitable deeds. He now owns his own business.
Motivation: He is compelled to act according to his religious beliefs; and further expansion of business
Ideals: Entrepeneur. Flaws: Shy. Bonds: Job, Attractive, Religious. Occupation: Animal Trainer
Voice: German accent
Attributes [hide]
Medium (5'5") Human, Lawful Good (CR 4)
Armor Class 12
Hit Points 32 (4d8)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 15 (+2) | 18 (+4) | 11 (+0) | 11 (+0) | 15 (+2) |
Senses Passive Perception 10
Languages Common
Attacks Melee +3 / 1d10+1, Ranged +4 / 1d10+2, Grapple +2
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 10 | 3 | 2 |
Possessions: 40 pp. 1 Minor magic item.
Heward Peyton, Male Human [Permalink]
Personal [hide]
Description: This tall, slender man wears a tight fitting pastel shirt and pants. His hair is cut close to his head. His voice is smooth and creepy, always level, but somehow just slightly unnerving.
Personality: Always inclined to offer people food he seems plenty friendly. His home and work are filled with various knick knacks he has acquired through the years. He cares a great deal for his adopted teenage daughter.
History: Sold as a small child to a brothel owner, Heward was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. A freak accident while working with his Junk Dealer mother left him crippled. He has since lost track of the people in his past.
Motivation: Doesn't want to be a Brewer and was forced into it by his family.
Ideals: Philantrophist. Flaws: Insane, Disease. Bonds: Family, Mentor. Occupation: Brewer
Voice: Sensual and smooth
Attributes [hide]
Medium (5'0") Human, Lawful Good (CR 5)
Armor Class 9
Hit Points 28 (5d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 9 (-1) | 13 (+1) | 12 (+1) | 18 (+4) | 7 (-2) |
Senses Passive Perception 14
Languages Common, Infernal
Attacks Melee +4 / 2d4+1, Ranged +2 / 2d4-1, Grapple +2
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 15 | 0 | 0 | 0 | 0 | 0 |
Possessions: 100 gp. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
John Yeardley, Male Human [Permalink]
Personal [hide]
Description: He likes to wear ponchos typically of a light grey in addition to tight pants. He has a slight overbite and is overall scrawny. He sports a flattop hair cut. He wears an eyepatch.
Personality: He is enamored with his job. He loves it. He likes the challenge and he likes helping those less fortunate than him. He does not mind isolation but does not hate company and attempts to receive them as best as possible.
History: John was raised in a hard working conservative environment. He took after his father in leading caravans. Because they were valued, his father taught him to defend himself. When his father died while fighting brigands, the young John began to lead the lost caravan. He struck the Animal Trainer job and began his own company from there.
Motivation: Balancing his hectic life and new Animal Trainer responsibilities is difficult.
Ideals: Extrovert, Entrepeneur. Flaws: Ugly. Bonds: Job, Enemies. Occupation: Animal Trainer
Voice: Scottish accent
Attributes [hide]
Medium (5'3") Human, Lawful Good (CR 3)
Armor Class 11
Hit Points 20 (3d4)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 7 (-2) | 13 (+1) | 16 (+3) | 14 (+2) | 9 (-1) | 15 (+2) |
Senses Passive Perception 9
Languages Common, Ignan, Elven
Attacks Melee +0 / 1d8-2, Ranged +3 / 1d8+1, Grapple +1
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 12 | 6 | 5 | 0 | 0 | 0 |
Possessions: 100 gp. Chalcedony (70 gp). Amber (150 gp).
Drogo Blakely, Male Human [Permalink]
Personal [hide]
Description: He is dressed in earthy colors with a green and white handkerchief worn on his right side. He keeps his long silver hair kept up in a rat tail. He is baby faced.
Personality: Aggressive, abrasive, and angry, Drogo embodies much of what other species detest in the Humans. He is an amazing painter.
History: Sold as a small child to a slaver, Drogo was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. He couldn't stand his childhood mentor and eventually formed a pact with his mentor's previously failed apprentice to rebel. When their plan failed the mentor lashed out against both of them and fled. Recently a tribe of goblins attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Drogo fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: His name or reputation has been wronged in the past by goblins, and he desires to right it; and someone believes him a fraud
Ideals: Gifted, Fighting. Flaws: Antagonistic. Bonds: Mentor, Enemies. Occupation: Engraver
Voice: Sleepy voice
Attributes [hide]
Medium (5'6") Human, Chaotic Good (CR 5)
Armor Class 13
Hit Points 22 (5d6)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 6 (-2) | 16 (+3) | 14 (+2) | 6 (-2) | 14 (+2) | 10 (+0) |
Senses Passive Perception 15
Languages Common
Attacks Melee +1 / 2d4-2, Ranged +6 / 2d4+3, Grapple +3
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 9 |
Possessions: 200 gp. Banded agate (8 gp). Pink pearl (150 gp).
Henry Brandon, Male Human [Permalink]
Personal [hide]
Description: He wears a robe, a symbol of strength around his neck, and a kukri on his belt. He is physically well-built. His chestnut hair is well kept and his bushy mustache is tapered upwards at the ends. He has several tiny emerald earrings on each ear.
Personality: He is very quiet and rarely speaks above a whisper. He feeds upon the attention of others.
History: The child of a Bricklayer, who enjoyed hunting, Henry was taken on many hunting expeditions. When he was little, his rather wealthy family often ventured across the mountains to a summer home near a large cave. He would wander through that large cave and adventure through it for days. One day while adventuring a terrible storm took place and he was stranded inside. His family spent the next few days looking for him, and could only assume he was dead when it came time to leave. The family never returned to the mountains due to the painful memories there. Henry took refuge in the large cave and found the beat up kukri and armor he uses now. He has built up a small fortune and can afford his own way.
Motivation: He uses money and sex appeal to get what he needs.
Ideals: Fighting. Flaws: Shy. Bonds: Rich, Attractive, Nature. Occupation: Glassblower
Voice: High pitched and raspy
Attributes [hide]
Medium (5'4") Human, Neutral Good (CR 5)
Armor Class 11
Hit Points 30 (5d8)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 13 (+1) | 9 (-1) | 16 (+3) | 11 (+0) | 8 (-1) |
Senses Passive Perception 10
Languages Common, Gnoll, Elven, Terran
Attacks Melee +3 / 2d4+0, Ranged +4 / 2d4+1, Grapple +1
Possessions: 10 pp. Deep green spinel (130 gp). Black star sapphire (1600 gp). Deep blue spinel (200 gp). Deep blue spinel (200 gp).
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