Theodoric Gentry, Male Human [Permalink]
Personal [hide]
Description: He prefers to wear flannel. His hair is short and silver. His brown eyes dart from person to person.
Personality: He is inclined to make off color jokes and interpret anything that could be construed as such as innuendo. He disdains his fellow westerners, claiming they make him look unintelligent just for using an accent.
History: Born in the west to a Spice Merchant, Theodoric learned a great deal about his mother's area of expertise. He was an apprentice working in his mother's forge. He is untrained/undisciplined, which makes him dangerous.
Motivation: His religion dominates his actions; and expand his business
Ideals: Joker. Flaws: Insane. Bonds: Immigrant, Job, Religious. Occupation: Spice Merchant
Voice: Gruff and masculine
Attributes [hide]
Medium (6'0") Human, Chaotic Good (CR 3)
Armor Class 10
Hit Points 12 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 11 (+0) | 8 (-1) | 12 (+1) | 14 (+2) | 12 (+1) |
Senses Passive Perception 12
Languages Common, Halfling
Attacks Melee +1 / 1d8-1, Ranged +2 / 1d8+0, Grapple +0
Possessions: 300 gp. 1 Half-Plate.
Arnold Northcott, Male Human [Permalink]
Personal [hide]
Description: A man with a warm, jovial air about him, he wears clothing that is held on in multiple layers but all of it is in poor condition. He wears his brown hair down. He wears an eyepatch.
Personality: He is witty, but his monotone delivery comes off as unnerving He has a habit of throwing himself into exceedingly dangerous situations.
History: Born to a Bricklayer, his father struggled to pay the bills. His mother was supposedly a charlatan fortune teller, but he insists his mother was legitimate. He was recently attacked on the road and savagely beaten by bandits.
Motivation: He is compelled to act according to his religious beliefs; and to prove his worth to the world
Ideals: Joker. Flaws: Ugly, Impulsive. Bonds: Poor, Religious. Occupation: Priest
Voice: Dutch accent
Attributes [hide]
Medium (5'1") Human, Neutral Good (CR 3)
Armor Class 9
Hit Points 11 (3d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 9 (-1) | 10 (+0) | 15 (+2) | 12 (+1) | 15 (+2) |
Senses Passive Perception 11
Languages Common, Dwarven, Celestial
Attacks Melee +3 / 1d8+1, Ranged +1 / 1d8-1, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 3 | 1 | 0 | 0 | 0 | 0 |
Possessions: 2800 sp.
Hugh Wordsworth, Male Human [Permalink]
Personal [hide]
Description: He is a husky man, who wears a custom-built plate barding that's adorned with green lining and desert motifs. His brown hair is braided into rings. His face is full, his cheeks are rosy, and he always seems to sport a perfect smile and a twinkle in his blue eyes.
Personality: Always inclined to offer people food he seems plenty friendly. He works hard and plays hard.
History: Hugh 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 now spends his time doing works of charity.
Motivation: Wants to open a new tavern.
Ideals: Philantrophist. Flaws: Hedonist, Antagonistic. Bonds: Attractive, Job. Occupation: Baker
Voice: Nasally tone
Attributes [hide]
Medium (5'10") Human, Chaotic Good (CR 4)
Armor Class 9
Hit Points 31 (4d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 9 (-1) | 12 (+1) | 12 (+1) | 14 (+2) | 15 (+2) |
Senses Passive Perception 12
Languages Common, Aquan
Attacks Melee +4 / 1d10+2, Ranged +1 / 1d10-1, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 5 | 3 | 2 | 0 | 0 |
Possessions: 500 gp. 1 Minor magic item.
Miles Fawcett, Male Human [Permalink]
Personal [hide]
Description: This younger middle-aged man wears baggy green pantaloons and a grey scarf, and a wedding ring on his left hand. His chestnut hair is singed and shortened. His face possesses mild wrinkles. His smile is extraordinarily sincere though he does not smile often.
Personality: He is a pretentious jerk insisting that modern society is full of problems and should revert to a simpler time. He is terrible with names forgetting people's names several times before they finally stick; this causes him no end of embarrassment.
History: He got into the Locksmith business at a young age. His childhood dream was to be a Gardener, but he was a colossal failure. He has gone from town to town till he finds a spot where he can set up a sustainable business.
Motivation: Wishes to resurrect an old love; and balancing his hectic life and new locksmith responsibilities is difficult
Flaws: Ugly, Antagonistic, Forgetful. Bonds: In love, Job. Occupation: Locksmith
Voice: Creaky witch voice
Attributes [hide]
Medium (5'9") Human, Neutral Good (CR 6)
Armor Class 11
Hit Points 31 (6d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 12 (+1) | 11 (+0) | 9 (-1) | 14 (+2) | 11 (+0) |
Senses Passive Perception 12
Languages Common
Attacks Melee +4 / 2d6+1, Ranged +4 / 2d6+1, Grapple +5
Possessions: 400 gp. Chalcedony (70 gp). Aquamarine (900 gp). Blue quartz (6 gp).
Heward Clifford, Male Human [Permalink]
Personal [hide]
Description: Wearing a closed helm and plate, one would not know what he was had he not made sure his armor was more form fitting than normal. Outside of the suit he wears a violet tunic with white highlights, and long red pants that bunch up around his shoes. His chestnut hair is cut short. His eyes are a pleasant blue.
Personality: He hates Humans with a passion. As such he is filled with self loathing. He plays an instrument quite well.
History: Sold as a small child to a wizard, Heward was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. He was part of a huge silver rush, which was taken over by a mining company. The company confiscated a lot of silver, but the shipment was lost. 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: A strong sense of loyalty to Human people; and balancing his hectic life and new shipwright responsibilities is difficult
Ideals: Artistic. Flaws: Racist. Bonds: Mentor, Adventurer, Job. Occupation: Shipwright
Voice: Scratchy, weak
Attributes [hide]
Medium (6'0") Human, Chaotic Good (CR 3)
Armor Class 11
Hit Points 11 (3d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 12 (+1) | 11 (+0) | 9 (-1) | 11 (+0) | 10 (+0) |
Senses Passive Perception 10
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +3 / 1d8+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 9 |
Possessions: 100 gp. Hematite (4 gp). Hematite (4 gp).
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Their contribution stands as a beacon of hope for all adventurers!