Gerard Hamilton, Male Human [Permalink]
Personal [hide]
Description: A man with a warm, jovial air about him, he wears an entirely tan suit with brown socks and a vest with buckled shoes. His chestnut hair is long and unkept. He wears an eyepatch.
Personality: Quiet and reserved he prefers to listen than to talk. He will nod occasionally and communicate nonverbally. He loves teas. He is very sensitive about his face. To blow off anger he lifts weights and to control his otherwise explosive temper he works out a lot.
History: He was born to loving parents in a slum to the east. He was an apprentice working in his mother's forge. He now owns his own business.
Motivation: Further expansion of business; and balancing his hectic life and new laborer responsibilities is difficult
Ideals: Fighting. Flaws: Ugly, Shy. Bonds: Poor, Job. Occupation: Laborer
Voice: growls and snarls, animalistic
Attributes [hide]
Medium (5'9") Human, Neutral Good (CR 6)
Armor Class 11
Hit Points 46 (6d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 12 (+1) | 12 (+1) | 8 (-1) | 12 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common
Attacks Melee +5 / 2d6+2, Ranged +4 / 2d6+1, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 0 | 1 | 0 |
Possessions: 80 pp. Large well-done wool tapestry (100 gp). Carved harp of exotic wood with ivory inlay and zircon gems (1000 gp). 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Justin Hale, Male Human [Permalink]
Personal [hide]
Description: This light-skinned male wears silk and lounges about seductively. He is tall, broad shouldered and powerfully built. He keeps his auburn hair in a flapper bob. His green eyes show the wear and tear of someone lonely with a great burden to carry.
Personality: Calm and collected, he is a well trained Assassin. More though he will beg to come along on any journeys. He will attempt to stowaway on any ship he can in the hopes that it will get him further away.
History: His father raised him in a mountain cabin. When he was little, his rather wealthy family often ventured across the forest 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 forest due to the painful memories there. Justin took refuge in the ruined castle and found the beat up bastard sword and armor he uses now. When his spouse passed he lost his only source of income but claims to his daughters to still be retired.
Motivation: His spouse's relatives view him with great suspicion.
Bonds: Attractive, Job, Slave, Nature, Family. Occupation: Assassin
Voice: Nasally tone
Attributes [hide]
Medium (6'5") Human, Neutral Good (CR 4)
Armor Class 11
Hit Points 30 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 13 (+1) | 11 (+0) | 8 (-1) | 13 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common
Attacks Melee +5 / 1d10+3, Ranged +3 / 1d10+1, Grapple +3
Possessions: 300 gp. 1 Masterwork Uncommon Weapon. 1 Masterwork Common Melee. 1 Masterwork Common Ranged Weapon. 1 Masterwork Common Ranged Weapon.
Manfred Hornsby, Male Human [Permalink]
Personal [hide]
Description: He is a small man, but exceptionally fit. He wears an entirely black suit with brown socks and a vest with buckled shoes. He wears his silver hair down. His eyes, though not visible through his cowl, are blue.
Personality: He likes to make people angry or surprised. He spends most of his days drinking in the Inn, the rowdiest and most dangerous establishment in town. There he gambles, wrestles and listens to stories told by travelers.
History: He was raised happily, as a normal child born to his mother and father. His mother taught him the rudiments of the Banker arts, while his father instructed him in etiquette, music and courtly manner. A serious injury left his mother unemployed and in need of constant care. His family became saddled with debt trying to care for his infirm mother. He spent several years traveling with his friend, before both settled down to enjoy the fruits of their adventures.
Motivation: He has money and likes to spend it; and money/treasure
Ideals: Athletic. Flaws: Antagonistic. Bonds: Adventurer, Rich, Debt. Occupation: Banker
Voice: Puts emphasis on the wrong words
Attributes [hide]
Medium (6'0") Human, Neutral Good (CR 3)
Armor Class 10
Hit Points 21 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 11 (+0) | 13 (+1) | 9 (-1) | 15 (+2) | 15 (+2) |
Senses Passive Perception 12
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +2 / 1d8+0, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 0 | 0 | 0 | 0 | 0 |
Possessions: 400 gp. 1 Silk rope.
Solomon Heiser, Male Human [Permalink]
Personal [hide]
Description: With blue face paint in a stripe pattern across his face, he wears a brown vest with golden trim over his white shirt. His pastel leather gloves and pants are well-kept, and his brown boots flare out at the collars. He wears his red hair down. He has brown eyes and a brown hat with a pastel feather.
Personality: He is erratic and paranoid. He believes giants are coming to abduct people. He moves from fascination to fascination almost instantaneously. If something can keep his interest for a month it is impressive.
History: He grew up in a lower middle class home, but living comfortably wasn't enough. Cursed with lycanthropy at a very young age, Solomon has worked very hard to control his curse. Days after completing his studies, news broke out that his hometown was attacked by giants. Solomon was horrified and prayed that his father was alright. However, he heard that his father had died fighting off the giants.
Motivation: Regain custody of his son; and he is content
Flaws: Hedonist, Mundane, Disease. Bonds: Enemies, Family. Occupation: Jeweler
Voice: High pitched, excited
Attributes [hide]
Medium (5'0") Human, Lawful Good (CR 4)
Armor Class 10
Hit Points 13 (4d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 10 (+0) | 8 (-1) | 13 (+1) | 12 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common, Undercommon
Attacks Melee +5 / 1d10+3, Ranged +2 / 1d10+0, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 3 | 2 | 0 | 0 |
Possessions: 10 pp. Rose (20 gp). Eye agate (6 gp). 1 Minor magic item.
Dean Marlowe, Male Human [Permalink]
Personal [hide]
Description: His right thumb is blackened and bruised, but otherwise he appears quite healthy. He is wearing colorful clothing, dressed as a Layabout. He wears his white hair down. He wears an eyepatch.
Personality: He is fixated on the number 28. He counts his steps and bites of food to keep in track with it. He seems to be used to being ignored and not questioned about it. A true patriot, Dean would do anything for his country. He is fiercely protective of his fellow citizens and foreign allies.
History: Trained by his mother for as long as he can remember he had it drilled in his head that it was his duty to serve his country. While he appears to be a normal Human, he's... not quite right. Perhaps he's slightly insane, or otherwise so mentally alien to the rest of the world that he plain doesn't fit in. By chance he met his sister recently and the two have been together since.
Motivation: Doesn't want to be a Layabout and was forced into it by his family; and wants his loneliness to end
Flaws: Ugly, Insane. Bonds: Military, Family, Has a crush. Occupation: Layabout
Voice: Scottish accent
Attributes [hide]
Medium (6'3") Human, Lawful Good (CR 6)
Armor Class 7
Hit Points 16 (6d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 5 (-3) | 11 (+0) | 15 (+2) | 12 (+1) | 11 (+0) |
Senses Passive Perception 11
Languages Common, Infernal, Terran
Attacks Melee +3 / 2d6+0, Ranged +0 / 2d6-3, Grapple +0
Possessions: 600 gp.
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Their contribution stands as a beacon of hope for all adventurers!
