Reynard Home, Male Human [Permalink]
Personal [hide]
Description: A 6'1" western man, he wears a white vest and prefers grey and violet shirts. His boots appear to have been at one point steel toed but are quite worn down. His auburn hair is long and unkept. His voice is smooth and creepy, always level, but somehow just slightly unnerving.
Personality: He is curt in most of his responses. He prefers to keep his word usage to a minimum to avoid giving away unnecessary information. He is able to fit into much smaller and tighter spaces than normal.
History: Reynard was raised in a hard working conservative environment. His parents enrolled him in a Cleric school at a young age so that he could practice his divine talents. He is untrained/undisciplined, which makes him dangerous.
Motivation: Expand his business; and further expansion of business
Ideals: Gifted. Flaws: Ugly, Insane, Shy. Bonds: Job. Occupation: Masseuse
Voice: Adds syll-ab-les for em-pha-sis
Attributes [hide]
Medium (6'1") Human, Lawful Good (CR 3)
Armor Class 8
Hit Points 15 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 6 (-2) | 10 (+0) | 17 (+3) | 10 (+0) | 17 (+3) |
Senses Passive Perception 10
Languages Common, Druidic, Aquan, Dwarven
Attacks Melee +2 / 1d8+0, Ranged +0 / 1d8-2, Grapple +0
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 4 |
Possessions: 2800 sp. 1 Masterwork Uncommon Weapon. 1 Masterwork Uncommon Weapon. 1 Masterwork Uncommon Weapon.
Bertram Kent, Male Human [Permalink]
Personal [hide]
Description: He is lean but muscular and wears silk and lounges about seductively. He has shaved his head bald. His violet eyes dart from person to person to random spaces in the air.
Personality: He hates illithids. He views them as having robbed his home of its proper glory. 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 was a bastard born out of an affair, and his father always resented and mistreated him for it out of spite. When money was particularly tight he was walking through alleys when he overheard a Blacksmith hiring some criminals to sabotage a competitor. He made his way to the other competitor and parlayed his knowledge into a job. He has taken up leadership of the village's small militia in response to illithids demanding more tribute than usual.
Motivation: His name or reputation has been wronged in the past by illithids, and he desires to right it.
Ideals: Entrepeneur. Flaws: Antagonistic. Bonds: Attractive, Enemies, Poor. Occupation: Blacksmith
Voice: Speaks like tongue is numb
Attributes [hide]
Medium (6'1") Human, Lawful Good (CR 3)
Armor Class 10
Hit Points 22 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 11 (+0) | 15 (+2) | 9 (-1) | 11 (+0) | 12 (+1) |
Senses Passive Perception 10
Languages Common
Attacks Melee +2 / 1d8+0, Ranged +2 / 1d8+0, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 4 | 2 |
Possessions: Just what you see.
Gilbert Home, Male Human [Permalink]
Personal [hide]
Description: He is a mite stocky and dresses in collared shirts and wears a proper scarf over his head. He wears his hair in dreadlocks. His voice is smooth and creepy, always level, but somehow just slightly unnerving.
Personality: He is happy with his job as a Armorer. He turns his eye from what people do, preferring to live and let live. He is able to fit into much smaller and tighter spaces than normal.
History: He was born a particularly ugly child, much to the horror of his parents. When he was little, his rather wealthy family often ventured across the forest to a summer home near a old dungeon. He would wander through that old dungeon 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 forest due to the painful memories there. Gilbert took refuge in the old dungeon and found the beat up club and armor he uses now. He now owns his own business.
Motivation: He is not mentally stable, and does not behave rationally; and he'd like to take his coworkers down a peg
Ideals: Gifted. Flaws: Insane, Ugly. Bonds: Job, Nature. Occupation: Armorer
Voice: Draws out vowels
Attributes [hide]
Medium (6'4") Human, Chaotic Good (CR 4)
Armor Class 14
Hit Points 18 (4d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 18 (+4) | 11 (+0) | 15 (+2) | 11 (+0) | 10 (+0) |
Senses Passive Perception 10
Languages Common, Elven, Ignan
Attacks Melee +1 / 1d10-1, Ranged +6 / 1d10+4, Grapple +4
Possessions: 24000 sp.
Anthony Barlow, Male Human [Permalink]
Personal [hide]
Description: Relatively heavier built than your average man, he is not imposing. He is renowned for his bright grey suits and hats. His hair is cut close to his head. His skin is flawless and his brown eyes scan people very quickly.
Personality: He is unhospitable to his core. His small house has "No trespassing" Signs all over it. He will pursue extreme courses of action in the short term, confident that they cannot fail.
History: He was born the only child of a wealthy merchant. He was an athlete and attended two major summer competitions. He never won. He has been a successful dealer in antiques buying low and selling high.
Motivation: Retire the richest man in the east; and nothing but the best is good enough for him
Ideals: Entrepeneur, Athletic, Impeccable. Flaws: Antagonistic, Impulsive. Bonds: Attractive. Occupation: Miner
Voice: Middle-eastern accent
Attributes [hide]
Medium (5'5") Human, Neutral Good (CR 3)
Armor Class 12
Hit Points 19 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 15 (+2) | 14 (+2) | 14 (+2) | 12 (+1) | 10 (+0) |
Senses Passive Perception 11
Languages Common, Celestial, Abyssal
Attacks Melee +4 / 1d8+2, Ranged +4 / 1d8+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 4 | 2 | 1 |
Possessions: 80 pp. 1 Average lock. 1 Masterwork Thieves’ tools.
Frederick Cromwell, Male Human [Permalink]
Personal [hide]
Description: This man is moderately tanned and has just the faintest trace of an accent. He typically wears brown cloth garments or leather armor. His long white hair reaches down to his waist. His half smiles and hazel eyes are beguiling and draw you in.
Personality: Here is a man who knows he is the smartest in the room. He talks down to others constantly. He dislikes loud distracting noises, but is overall hospitable. His biggest love is that of knowledge and as such will purchase any books or pay to listen to tales that travelers might have.
History: He was born to a wealthy landowner in a frontier town, living a normal and happy childhood. He dropped out of school before completing his studies. He leaves a trail of broken hearts and full pockets wherever he goes.
Motivation: He is greedy; and he has money and likes to spend it
Ideals: Impeccable, Logical. Bonds: Immigrant, Attractive, Rich. Occupation: Map Maker
Voice: Speaks with back of mouth
Attributes [hide]
Medium (6'6") Human, Chaotic Good (CR 3)
Armor Class 10
Hit Points 21 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 11 (+0) | 11 (+0) | 12 (+1) | 14 (+2) | 14 (+2) |
Senses Passive Perception 12
Languages Common, Dwarven
Attacks Melee +2 / 1d8+0, Ranged +2 / 1d8+0, Grapple +0
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 0 | 0 | 0 | 0 | 0 |
Possessions: Amethyst (70 gp). Moss agate (14 gp).
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Their contribution stands as a beacon of hope for all adventurers!