Gerald Sutherland, Male Human [Permalink]
Personal [hide]
Description: This light-skinned male wears black robes with leather pauldrons. Though occasionally he wears more armor. He prefers to carry a kukri, but if one is not available he will default to his longbow. He is tall, broad shouldered and powerfully built. His black hair is kept up in a ponytail inside a Stetson hat. His face possesses mild wrinkles. His smile is extraordinarily sincere though he does not smile often.
Personality: He is almost excessively polite to everyone, even when angry. His brief stint in the army gave him the idea he was invincible and that he is the toughest man alive.
History: Raised by wardens he was only a novice when drow swooped upon their monastery and killed most of the order. His father was a soldier and died while he was still young. Gerald was left his father's suit of armor and trained in its use and care. He has taken up leadership of the village's small militia in response to drow demanding more tribute than usual.
Motivation: Someone believes him a fraud; and he has a rivalry with the church that dominates his actions
Flaws: Shy. Bonds: Military, Religious, Enemies. Occupation: Unemployed
Voice: Pirate accent
Attributes [hide]
Medium (6'2") Human, Neutral Good (CR 5)
Armor Class 10
Hit Points 43 (5d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 11 (+0) | 10 (+0) | 5 (-3) | 10 (+0) | 6 (-2) |
Senses Passive Perception 10
Languages Common
Attacks Melee +2 / 2d4-1, Ranged +3 / 2d4+0, Grapple +0
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 0 |
Possessions: 800 gp. Silver-plated steel longsword with jet jewel in hilt (500 gp). Gold and topaz bottle stopper cork (1600 gp). 1 Minor magic item. 1 Minor magic item.
Jocelyn Tewksbury, Male Human [Permalink]
Personal [hide]
Description: He is a husky man, who wears a white shirt with thin brown vertical stripes and black pants. His chestnut hair is thinning but still full. He has blue eyes.
Personality: He swings through moods quickly. One moment he is cool and collected, the next he is carried away by passions. He lacks moral complications. He does what he is told to by employers but not much else. He spends his money on whatever he fancies at the time.
History: Born in the north his family was never financially stable. From there he went from mercenary job to mercenary job. In the meantime he has taken over work as a Body Guard and occasionally as a mercenary.
Motivation: His relatives are trying to arrange a marriage; and wants to open a new tavern
Ideals: Passionate. Bonds: Job, Poor, Adventurer, Family. Occupation: Body Guard
Voice: Breathy voice
Attributes [hide]
Medium (6'5") Human, Neutral Good (CR 3)
Armor Class 12
Hit Points 30 (3d12)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 14 (+2) | 10 (+0) | 14 (+2) | 11 (+0) | 13 (+1) |
Senses Passive Perception 10
Languages Common, Draconic, Orc
Attacks Melee +4 / 1d8+2, Ranged +4 / 1d8+2, Grapple +2
Possessions: 200 gp. 1 Half-Plate. 1 Half-Plate. 1 Half-Plate.
Norman Hadley, Male Human [Permalink]
Personal [hide]
Description: He wears a tight fitting white shirt and pants. His skin is fair and his fingers are delicate and long. His blonde hair is smooth and relatively long. His hazel eyes dart from person to person.
Personality: He trusts no one. He is not readily capable for forgiveness and his ire never leaves him. 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 grew up in a lower middle class home, but living comfortably wasn't enough. When he was little, his rather wealthy family often ventured across the island to a summer home near a large cave. He would wander through that large cave 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 island due to the painful memories there. Norman took refuge in the large cave and found the beat up halberd and armor he uses now. He bought a halberd and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: To get a good night's sleep; and to find somewhere to settle down
Ideals: Philantrophist. Flaws: Antagonistic, Mundane, Insomniac. Bonds: Nature. Occupation: Layabout
Voice: Booming voice
Attributes [hide]
Medium (6'4") Human, Neutral Good (CR 4)
Armor Class 12
Hit Points 18 (4d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 14 (+2) | 13 (+1) | 15 (+2) | 10 (+0) | 7 (-2) |
Senses Passive Perception 14
Languages Common, Undercommon, Gnome
Attacks Melee +4 / 1d10+2, Ranged +4 / 1d10+2, Grapple +2
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 3 | 2 | 0 | 0 | 0 | 0 |
Possessions: 600 gp. 1 Minor magic item.
Balimaar Weld, Male Human [Permalink]
Personal [hide]
Description: A 5'3" northern man, he tends to wear a large grey jacket. His tied-back hair is auburn. His eyes are hazel.
Personality: He is irritable and easily angered. He is a bit of a bully and is not afraid to use his stature and powers to intimidate and hurt. Around other people he will do his best to conceal his emotions and appear jolly.
History: When he was but 3 years old his parents immigrated from the north. A gifted student he started as a Shepherd, but he got bored and became a Adventurer. He has set out to sabotage the competition.
Motivation: Wants to open a new tavern.
Flaws: Antagonistic, Shy. Bonds: Immigrant, Job. Occupation: Adventurer
Voice: Hissing voice
Attributes [hide]
Medium (5'3") Human, Chaotic Good (CR 3)
Armor Class 12
Hit Points 25 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 15 (+2) | 14 (+2) | 9 (-1) | 10 (+0) | 10 (+0) |
Senses Passive Perception 10
Languages Common
Attacks Melee +5 / 1d8+3, Ranged +4 / 1d8+2, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 0 |
Possessions: 80 pp. Alexandrite (600 gp). Aquamarine (600 gp).
Thomas Brandon, Male Human [Permalink]
Personal [hide]
Description: The man speaks with an almost imperceptible accent. He seems to always be the slightest bit damp as if he got out from a pool a few moments ago. He wears a white collared shirt and red pants. He accessorizes with a black scarf around the waist and a strap diagonally across his shirt. His hair is auburn and very short. His face is scarred and worn.
Personality: He is a melancholic, but persistent worker. He resents family life and as such spurns the advances of admirers. He is motivated by money and will often try and persuade people to work for cheap. He haggles over everything, upselling his goods and buying cheap. He is persistent in everything.
History: He was born at the edge of vast desert. Thomas was born on a far eastern desert where he grew up under the tutelage of his father, an expert Marshal. He has been a successful dealer in antiques buying low and selling high.
Motivation: Retire the richest man in the east.
Ideals: Entrepeneur. Flaws: Ugly, Depressed. Bonds: Immigrant, Nature. Occupation: Marshal
Voice: Slow speaker
Attributes [hide]
Medium (5'1") Human, Neutral Good (CR 3)
Armor Class 10
Hit Points 16 (3d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 11 (+0) | 14 (+2) | 7 (-2) | 13 (+1) | 11 (+0) |
Senses Passive Perception 11
Languages Common
Attacks Melee +1 / 1d8-1, Ranged +2 / 1d8+0, Grapple +2
Possessions: 200 gp.
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