Gerald Home, Male Human [Permalink]
Personal [hide]
Description: He wears tan leather gloves, a tan jacket, and tight pants. His attire stands in sharp contrast to his sai, which is beautifully polished and possesses an ornate carving of a clover on it. His hair is greying and his face has many wrinkles. His violet eyes have a joyful gleam in them most of the time.
Personality: He is a sleazy, sleazy guy. He has no qualms about using his powers of suggestion to get people to do what he wants. He uses his nature as a weapon; he likes to lead opponents to think him in distress.
History: He grew up in a lower middle class home, but living comfortably wasn't enough. He worked as a nervous Sailor and found it very stressful. He inherited the family business which he has now maintained for 2 years.
Motivation: Wants to open a new tavern; and he doesn't get along with people that don't share his tastes
Ideals: Impeccable. Flaws: Secretive, Mundane. Bonds: Attractive, Job. Occupation: Sailor
Voice: Thin and wheezing
Attributes [hide]
Medium (5'11") Human, Chaotic Good (CR 6)
Armor Class 9
Hit Points 22 (6d6)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 8 (-1) | 10 (+0) | 8 (-1) | 10 (+0) | 10 (+0) |
Senses Passive Perception 10
Languages Common
Attacks Melee +5 / 2d6+2, Ranged +2 / 2d6-1, Grapple +2
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 11 | 3 |
Possessions: 1000 gp. Tourmaline (90 gp). 1 Masterwork Common Melee. 1 Masterwork Common Ranged Weapon. 1 Masterwork Uncommon Weapon.
Peter Brandon, Male Human [Permalink]
Personal [hide]
Description: A man with a warm, jovial air about him, he wears an amalgamation of clothes and depending on the season will wear more layers of the continuing hodge podge. He wears his white hair up. His half smiles and green eyes are beguiling and draw you in.
Personality: He is inclined to make off color jokes and interpret anything that could be construed as such as innuendo. 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: He is the product a well kept family trust fund and as such has never really known need. He inherited a moderately successful company from his mother. Under his leadership it has flourished, and using capital from his venture he effectively owns an entire region. He was betrayed by a partner and left for dead, teaching him a humbling lesson in trusting others.
Motivation: He made a deal with a demon which lead to his current lot in life, and he's becoming increasingly nervous about it; and to pay off his debts
Ideals: Joker. Flaws: Antagonistic. Bonds: Attractive, Slave, Rich, Debt. Occupation: Brewer
Voice: Smoker's lung
Attributes [hide]
Medium (6'2") Human, Lawful Good (CR 4)
Armor Class 9
Hit Points 13 (4d6)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 8 (-1) | 6 (-2) | 17 (+3) | 8 (-1) | 15 (+2) |
Senses Passive Perception 9
Languages Common, Gnoll, Abyssal, Dwarven
Attacks Melee +4 / 1d10+2, Ranged +1 / 1d10-1, Grapple +5
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 9 |
Possessions: 8000 cp.
Gerald Barclay, Male Human [Permalink]
Personal [hide]
Description: An imposing man with a heavy stainless steel prosthetic right hand, he wears baggy black pantaloons and a white scarf. His golden hair is well kept and his bushy mustache is tapered upwards at the ends. He wears crescent spectacles with a black brim.
Personality: He is a melancholic, but persistent worker. He resents family life and as such spurns the advances of admirers. He dislikes loud distracting noises, but is overall hospitable. His biggest love is that of knowledge and as such will purchase any books or pay to listen to tales that travelers might have.
History: He was raised by priests from a young age. He couldn't stand his childhood mentor and eventually formed a pact with his mentor's previously failed apprentice to rebel. When their plan failed the mentor lashed out against both of them and fled. Lacking all sense, he decided to go on an adventure. He picked a direction and started trekking.
Motivation: His religion dominates his actions; and to share knowledge with the world
Ideals: Logical. Flaws: Depressed. Bonds: Religious, Mentor. Occupation: Bowyer
Voice: Thin and wheezing
Attributes [hide]
Medium (5'11") Human, Neutral Good (CR 4)
Armor Class 10
Hit Points 29 (4d8)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 10 (+0) | 17 (+3) | 9 (-1) | 13 (+1) | 11 (+0) |
Senses Passive Perception 11
Languages Common
Attacks Melee +4 / 1d10+2, Ranged +2 / 1d10+0, Grapple +2
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 9 |
Possessions: 200 gp. Jeweled anklet (1000 gp). Embroidered and bejeweled glove (1000 gp). An abacus with copper, silver and gold markers (130 gp). 1 Minor magic item.
Miles Bradshaw, Male Human [Permalink]
Personal [hide]
Description: With green face paint in a stripe pattern across his face, he typically wears a sleeveless long coat of deep brown leather and dull tan iron scale mail. His brown hair is greasy and uncared for. He has gleaming, smiling gray eyes.
Personality: He likes to be helpful to his clients. He likes to prescribe proper advice to his clients. He is able to make almost anything out of random pieces of junk.
History: Born the oldest of a large religious eastern family, he was no stranger to responsibility. As a young adult he joined a group advocating for an improvement in Human conditions. He ran away from his former home and has been making his living as a Knight for the past few years.
Motivation: Expand his business; and he is unsatisfied with his job
Ideals: Gifted. Flaws: Ugly, Racist. Bonds: Job, Religious. Occupation: Knight
Voice: pre-pubescent
Attributes [hide]
Medium (6'4") Human, Neutral Good (CR 4)
Armor Class 9
Hit Points 18 (4d8)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 8 (-1) | 11 (+0) | 17 (+3) | 10 (+0) | 10 (+0) |
Senses Passive Perception 10
Languages Common, Sylvan, Elven, Orc
Attacks Melee +6 / 1d10+4, Ranged +1 / 1d10-1, Grapple +4
Possessions: 31000 sp. 1 Minor magic item.
Arnold England, Male Human [Permalink]
Personal [hide]
Description: A moderately attractive man, he likes to wear darkened spectacles and heavy clothing, no matter the weather. His hair, while still mostly blonde, has prominent grey streaks. His gray eyes dart around the room hyper actively observing anyone and anything.
Personality: He is inclined to make off color jokes and interpret anything that could be construed as such as innuendo. He invented a lineage for himself and claims to be descended from several legendary heroes.
History: Born to a poor family in the city he treasured whatever gifts he got. 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 was betrayed by a partner and left for dead, teaching him a humbling lesson in trusting others.
Motivation: He desires power and/or immortality; and he wants to meet his childhood hero
Ideals: Joker. Flaws: Antagonistic. Bonds: Attractive, Adventurer, Poor. Occupation: Spice Merchant
Voice: Sensual and smooth
Attributes [hide]
Medium (6'1") Human, Neutral Good (CR 5)
Armor Class 11
Hit Points 27 (5d6)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 13 (+1) | 12 (+1) | 11 (+0) | 7 (-2) | 14 (+2) |
Senses Passive Perception 8
Languages Common
Attacks Melee +6 / 2d4+3, Ranged +4 / 2d4+1, Grapple +3
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 11 | 3 | 3 |
Possessions: 500 gp.
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