Bertram England, Male Human [Permalink]
Personal [hide]
Description: He is of a modest build and height, but he carries himself more imposing than he is. He likes to wear darkened spectacles and heavy clothing, no matter the weather. He wears his golden hair up in a very large beehive style do. He has gleaming, smiling amber eyes.
Personality: He is shy and timid. He has not had much interaction with people and is skittish around them. He does not mind isolation but does not hate company and attempts to receive them as best as possible.
History: He was born the only child of a wealthy merchant. He helped his mother out around the business and became quite the natural. He has been a successful dealer in antiques buying low and selling high.
Motivation: He has a rivalry with the Church that dominates his actions; and retire the richest man in the north
Ideals: Extrovert, Entrepeneur. Flaws: Shy. Bonds: Job, Religious. Occupation: Guard
Voice: Switch between two voices
Attributes [hide]
Medium (6'6") Human, Chaotic Good (CR 6)
Armor Class 11
Hit Points 50 (6d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 12 (+1) | 15 (+2) | 10 (+0) | 11 (+0) | 14 (+2) |
Senses Passive Perception 10
Languages Common
Attacks Melee +4 / 2d6+1, Ranged +4 / 2d6+1, Grapple +1
Possessions: 700 gp.
Trym Clare, Male Human [Permalink]
Personal [hide]
Description: A man with a cold, calculating air about him, he wears a white small hat and white clothes. His long brown hair reaches down to his waist. His face is feral with sharp distinguishing features. His spectacle hidden eyes are a deep green.
Personality: He misses his glory days as an athlete. He does not mind his job, but it is boring in comparison. He has the money to obtain near anything and knows that if you pay a man enough he will sell his own mother. Money is his most trusted friend.
History: He comes from a rich southern family. He sought a place where he would be rewarded solely on the merits of his skills. This search led him directly into Blacksmith work with an outfit from a few towns over. Blacksmith work suited him well, and with each successful project, he earned more gold and more respect from his peers. He left for the south, certain he would find work there.
Motivation: Sabotage a competitor; and to unite with his sister
Ideals: Athletic. Bonds: Rich, Job, Immigrant, Family. Occupation: Blacksmith
Voice: High pitched and raspy
Attributes [hide]
Medium (5'11") Human, Neutral Good (CR 6)
Armor Class 12
Hit Points 32 (6d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 14 (+2) | 16 (+3) | 14 (+2) | 14 (+2) | 13 (+1) |
Senses Passive Perception 12
Languages Common, Orc, Auran
Attacks Melee +4 / 2d6+1, Ranged +5 / 2d6+2, Grapple +5
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 6 | 6 | 5 | 3 | 0 |
Possessions: 200 gp.
Odo Kirby, Male Human [Permalink]
Personal [hide]
Description: This man very much looks the part of a Carter. He is muscular with a powerful set of arms. His black hair is cut jaggedly and amateurishly. His hazel eyes show the wear and tear of someone lonely with a great burden to carry.
Personality: Calm and collected, he is a well trained Carter. He has a hair trigger and will fly into rage over the tiniest perceived slights.
History: He was born on a small isolated farm. 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 became a Carter soon after.
Motivation: Obtaining odd cultural Human artifacts is his passion; and to be a healer again
Flaws: Antagonistic. Bonds: Job, Nature, Military, Adventurer. Occupation: Carter
Voice: Gruff and masculine
Attributes [hide]
Medium (5'3") Human, Lawful Good (CR 6)
Armor Class 12
Hit Points 41 (6d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 15 (+2) | 13 (+1) | 8 (-1) | 13 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common
Attacks Melee +6 / 2d6+3, Ranged +5 / 2d6+2, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 0 | 1 | 0 | 0 |
Possessions: 500 gp. Tourmaline (110 gp). Jasper (60 gp). Golden yellow topaz (1600 gp). Citrine (60 gp). 1 Minor magic item.
William Wade, Male Human [Permalink]
Personal [hide]
Description: A man with a friendly, welcoming air about him, he dresses in collared shirts and wears a proper scarf over his head. He has dyed his greying brown hair a little too much giving a sharp brown color. He has a dull look in his hazel eyes.
Personality: Quiet and reserved he prefers to listen than to talk. He will nod occasionally and communicate nonverbally. He does not trust anyone and sleeps with one eye open.
History: Born in the west to a Sailor, William learned a great deal about his father's area of expertise. From there he went from mercenary job to mercenary job. He tends to his Sailor job now, and dutifully fulfills any obligations he has.
Motivation: Many dire rats want him driven away; and a deep hatred of dire rats
Flaws: Shy, Insomniac. Bonds: Job, Adventurer, Enemies. Occupation: Sailor
Voice: Scandinavian accent
Attributes [hide]
Medium (5'3") Human, Neutral Good (CR 6)
Armor Class 9
Hit Points 39 (6d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 9 (-1) | 14 (+2) | 15 (+2) | 14 (+2) | 14 (+2) |
Senses Passive Perception 12
Languages Common, Terran, Draconic
Attacks Melee +3 / 2d6+0, Ranged +2 / 2d6-1, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 13 | 0 | 1 | 0 | 0 | 0 |
Possessions: 500 gp. 1 Minor magic item. 1 Minor magic item.
Roger Cornish, Male Human [Permalink]
Personal [hide]
Description: This petite short man is perpetually holding a sweet of some kind. He wears a fine chain shirt which he covers with brown colored cloaks and clothing, marred by sweets. He wears his golden hair down. His face is covered beneath a completely black helmet.
Personality: He's a bit of a prankster. He knows he is clumsy and seen as such and will often feign amnesia after injury. He does suffer from mild PTSD, and the sight of brigands may trigger it at times.
History: Roger was raised in a hard working conservative environment. His parents divorced when he was young, and his mother gained full cudstody. He was regularly beaten by his mother, who blamed him for driving them apart. He has gone from town to town till he finds a spot where he can set up a sustainable business.
Motivation: Sabotage a competitor; and balancing his hectic life and new marshal responsibilities is difficult
Ideals: Joker. Flaws: Ugly, Antagonistic. Bonds: Enemies, Job. Occupation: Marshal
Voice: Dutch accent
Attributes [hide]
Medium (5'8") Human, Lawful Good (CR 3)
Armor Class 11
Hit Points 15 (3d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 12 (+1) | 12 (+1) | 13 (+1) | 12 (+1) | 15 (+2) |
Senses Passive Perception 11
Languages Common, Infernal
Attacks Melee +5 / 1d8+3, Ranged +3 / 1d8+1, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 3 | 1 | 0 | 0 |
Possessions: 400 gp.
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Their contribution stands as a beacon of hope for all adventurers!