Clerebold Wedgwood, Male Human [Permalink]
Personal [hide]
Description: He is a mite stocky and prefers to wear the grand gowns of high society. He carries his fan with him everywhere and carries himself as the perfect gentleman. He keeps his long chestnut hair kept up in a rat tail. He has several tiny opal earrings on each ear.
Personality: He fancies himself a trickster and likes to rely on his wits to carry the day. He cares for his older siblings and likes to be recognized by them. He seeks to pay back kindness whenever he gets the chance. Whether it be in the form of unwanted serenades or the latest gossip he always seeks to do solids for his friends.
History: He got into the Stableman business at a young age. As a young adult he joined a group advocating for an improvement in Human conditions. He has worked as a Stableman like his father before him.
Motivation: An old rival family wants him found; and wants to raise his children well
Ideals: Philantrophist. Flaws: Racist. Bonds: Rich, Family, Job. Occupation: Stableman
Voice: Eastern European accent
Attributes [hide]
Medium (5'8") Human, Neutral Good (CR 4)
Armor Class 10
Hit Points 24 (4d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 11 (+0) | 14 (+2) | 15 (+2) | 11 (+0) | 12 (+1) |
Senses Passive Perception 10
Languages Common, Celestial, Abyssal
Attacks Melee +4 / 1d10+2, Ranged +2 / 1d10+0, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 3 | 2 |
Possessions: 300 gp.
Gilbert Dudley, Male Human [Permalink]
Personal [hide]
Description: He is a man of bearing and well nourished. He tends to wear a large violet jacket. He sports a flattop hair cut. His brown eyes lackadaisically let the world flow into them.
Personality: He is soft-spoken, optimistic and speaks nonstop, as he rather likes the sound of his voice. His demeanor is somewhat feminine. He cannot resist a sob story and will often dote over anyone who has one.
History: Sold as a small child to a wizard, Gilbert was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. He was an adventurer many years ago and he formed a blood bond with his Human companion (his 'brother'). When he grew older, he became a bit more civilized, usually hanging around bars and taverns. He began work as a mercenary for hire. He would embark on any mission as long as the price was right.
Motivation: He wants to meet his childhood hero; and to fight the greatest warriors and to fight in the greatest battles ever
Ideals: Optimist, Philantrophist, Fighting. Bonds: Mentor, Adventurer. Occupation: Beggar
Voice: Pronounces difficult words wrong
Attributes [hide]
Medium (6'3") Human, Neutral Good (CR 6)
Armor Class 12
Hit Points 45 (6d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 14 (+2) | 11 (+0) | 9 (-1) | 9 (-1) | 12 (+1) |
Senses Passive Perception 9
Languages Common
Attacks Melee +4 / 2d6+1, Ranged +5 / 2d6+2, Grapple +2
Possessions: 800 gp.
William Moreno, Male Human [Permalink]
Personal [hide]
Description: A hulking man with gigantic muscles, he prefers to wear yellow pants and tee shirts. His black hair is thinning but still full. His face possesses mild wrinkles. His smile is extraordinarily sincere though he does not smile often.
Personality: He believes there is no problem he cannot solve with sufficient elbow grease and persistence, if it is the best or most economic solution matters not. He also is a firm believer in the manly ideal.
History: He was born to a pair of big game hunters, but was frequently ill as a child. A gifted student he started as a Bellfounder, but he got bored and became a Locksmith. He struck the Locksmith job and began his own company from there.
Motivation: Wants to open a new tavern; and balancing his hectic life and new locksmith responsibilities is difficult
Ideals: Persistence. Flaws: Impulsive, Disease. Bonds: Job. Occupation: Locksmith
Voice: Low and grunting
Attributes [hide]
Medium (6'4") Human, Chaotic Good (CR 3)
Armor Class 8
Hit Points 13 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 6 (-2) | 11 (+0) | 16 (+3) | 15 (+2) | 10 (+0) |
Senses Passive Perception 12
Languages Common, Celestial, Dwarven, Gnome
Attacks Melee +4 / 1d8+2, Ranged +0 / 1d8-2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 0 | 0 | 0 | 0 | 0 |
Possessions: 400 gp.
Heward Denholm, Male Human [Permalink]
Personal [hide]
Description: He tends to wear a large black jacket. He has relatively light skin and is very physically imposing due to his abundance of muscles. His auburn hair is smooth and relatively long. This blue eyed westerner is not easily forgotten.
Personality: He has always had a great fascination with Human culture. He does not trust anyone and sleeps with one eye open.
History: He served in the navy to pay for his family's outstanding loans. When he was little, his rather wealthy family often ventured across the desert to a summer home near a ruined castle. He would wander through that ruined castle 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 desert due to the painful memories there. Heward took refuge in the ruined castle and found the beat up warhammer and armor he uses now. He bought a warhammer and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: Meet up once more with his childhood friend; and a need for knowledge about a nearby landmark
Flaws: Racist, Insomniac. Bonds: Military, Nature, Adventurer. Occupation: Adventurer
Voice: Slurs words
Attributes [hide]
Medium (5'3") Human, Chaotic Good (CR 3)
Armor Class 12
Hit Points 14 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 15 (+2) | 11 (+0) | 10 (+0) | 11 (+0) | 12 (+1) |
Senses Passive Perception 10
Languages Common
Attacks Melee +2 / 1d8+0, Ranged +4 / 1d8+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 0 | 0 |
Possessions: 200 gp. 1 Good lock. 1 Backpack. 1 Healer’s kit.
Balimaar Addington, Male Human [Permalink]
Personal [hide]
Description: This late middle aged man tends to wear a heavy leather apron. Coupled with his rolled up shirt sleeves this gives him a very relaxed look and is in decent physical shape. His hair is brown, silky, and of moderate length. His fair skin shows little sign of his aristocratic breeding.
Personality: In the realm of puns, he cannot help himself. He feels obliged to make them. He uses divination through singing.
History: A studious child he never was much for a social life, not because he was unlikable, but because he did not seek it out. He was married off to the eldest child of a minor noble. His spouse died of illness and he inherited everything. He ran away from his former home and has been making his living as a Blacksmith for the past few years.
Motivation: He has a crush on the local Barrister; and wants a kiss
Ideals: Joker, Gifted. Bonds: Attractive, Rich, Job, Has a crush. Occupation: Blacksmith
Voice: German accent
Attributes [hide]
Medium (6'3") Human, Neutral Good (CR 5)
Armor Class 10
Hit Points 26 (5d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 11 (+0) | 11 (+0) | 12 (+1) | 9 (-1) | 15 (+2) |
Senses Passive Perception 9
Languages Common, Gnome
Attacks Melee +4 / 2d4+1, Ranged +3 / 2d4+0, Grapple +1
Possessions: 200 gp. Rock crystal (60 gp). Hematite (7 gp). Lapis lazuli (7 gp).
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