Roger Ramsay, Male Human [Permalink]
Personal [hide]
Description: A well shaped man just over fifty, he is well dressed, constantly wearing a green suit, white shirt, and green tie. He is bald on top and has large auburn tufts of hair around his ears. He tend to wears goggles to shield his eyes.
Personality: He is a very philanthropic person; he spends his free time working at various soup kitchens. He lacks restraint and is impulsive. He jumps in and acts without thinking all too often.
History: Roger was born the youngest of three triplets. In his formative years he discovered how persuasive he was. He began using that to his advantage selling useless wares at inflated prices. He has been saving his money to try and buy his brother's freedom.
Motivation: Regain custody of his daughter; and retire the richest man in the south
Ideals: Philantrophist, Entrepeneur. Flaws: Ugly, Impulsive. Bonds: Family. Occupation: Weaver
Voice: Draws out vowels
Attributes [hide]
Medium (5'10") Human, Lawful Neutral (CR 3)
Armor Class 10
Hit Points 21 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 11 (+0) | 12 (+1) | 6 (-2) | 9 (-1) | 17 (+3) |
Senses Passive Perception 9
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +2 / 1d8+0, Grapple +1
Possessions: 300 gp. 1 Masterwork Common Ranged Weapon. 1 Masterwork Common Melee.
Odo Dalton, Male Human [Permalink]
Personal [hide]
Description: What flesh remains visible is marred by burns. He wears a brown armored body suit, with a simple blue line shooting up and back down. His auburn hair is slicked back into a classic pompadour. His eyes are amber and he is always smoking a pipe.
Personality: He is overprotective of those who hire his services. He is used to getting what he wants. In part because he is a meticulous planner.
History: He was born to a pair of big game hunters, but was frequently ill as a child. A freak accident while working with his Shoemaker mother left him crippled. He hopes to save up enough money to one day pay a cleric to cure him.
Motivation: To protect his home.
Ideals: Professionalism. Flaws: Ugly, Disease. Bonds: Guardian. Occupation: Junk Dealer
Voice: Creaky witch voice
Attributes [hide]
Medium (5'4") Human, Chaotic Evil (CR 3)
Armor Class 10
Hit Points 32 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 10 (+0) | 16 (+3) | 18 (+4) | 12 (+1) | 6 (-2) |
Senses Passive Perception 11
Languages Common, Giant, Auran, Undercommon, Elven
Attacks Melee +4 / 1d8+2, Ranged +2 / 1d8+0, Grapple +3
Possessions: 15000 cp. 1 Half-Plate. 1 Half-Plate. 1 Banded mail.
Dean Ramsay, Male Human [Permalink]
Personal [hide]
Description: A man with thick toned arms and a paunchy gut. He tends to wear a large red jacket. His blonde hair is greasy and uncared for. His ears are large.
Personality: He is intelligent and cunning, but he will too often allow his rage to get the better of him. He will lose his cool and rely on brute force to carry the day. His brief stint in the army gave him the idea he was invincible and that he is the toughest man alive.
History: He was born the only child of a wealthy merchant. In his youth he was part of a gang. He got caught, but did not rat out his comrades and served his time in prison. As of late he has set up a hidden staging nest where he ambushes people he hires for escort.
Motivation: He will attempt to ambush and attack anyone he thinks he can take on alone and try to knock them out with non-lethal damage. If successful, he will try to sell them to his slave-trader contact; and he wants nothing more than to rejoin the army
Ideals: Athletic, Entrepeneur. Flaws: Ugly, Antagonistic. Bonds: Military, Criminal record. Occupation: Shepherd
Voice: Eastern European accent
Attributes [hide]
Medium (6'1") Human, Lawful Evil (CR 3)
Armor Class 13
Hit Points 20 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 16 (+3) | 9 (-1) | 12 (+1) | 17 (+3) | 15 (+2) |
Senses Passive Perception 13
Languages Common, Gnome
Attacks Melee +1 / 1d8-1, Ranged +5 / 1d8+3, Grapple +5
Possessions: 7000 cp. 1 Superior lock. 1 Magnifying glass.
Kyle Fidget, Male Human [Permalink]
Personal [hide]
Description: This man is moderately tanned and has just the faintest trace of an accent. He is dressed in an above average manner. He wears his red hair up in a very large beehive style do. His violet eyes have a joyful gleam in them most of the time.
Personality: A rambunctious noisy drunk he knows how to make people feel guilty. He is however greedy and will demand payment and proof of collateral's value and will produce a merchant's scale to make sure he is not cheated out of a speck.
History: He was born the only child of a wealthy merchant. In his formative years he discovered how persuasive he was. He began using that to his advantage selling useless wares at inflated prices. He left for the west, certain he would find work there.
Motivation: Retire the richest man in the west; and he is compelled to act according to his religious beliefs
Ideals: Entrepeneur. Flaws: Depressed. Bonds: Attractive, Immigrant, Religious. Occupation: Architect
Voice: Nasally tone
Attributes [hide]
Medium (6'6") Human, Lawful Evil (CR 4)
Armor Class 13
Hit Points 29 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 16 (+3) | 11 (+0) | 18 (+4) | 10 (+0) | 11 (+0) |
Senses Passive Perception 10
Languages Common, Undercommon, Gnoll, Dwarven, Elven
Attacks Melee +4 / 1d10+2, Ranged +5 / 1d10+3, Grapple +3
Possessions: 35000 sp. 1 Masterwork Common Melee. 1 Masterwork Common Ranged Weapon. 1 Masterwork Common Melee. 1 Masterwork Common Ranged Weapon.
Bertram Halsey, Male Human [Permalink]
Personal [hide]
Description: He prefers to wear flannel. He has a slight overbite and is overall scrawny. He wears a wide-brimmed hat to hide his balding. His skin is flawless and his hazel eyes scan people very quickly.
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 cannot deal with unfamiliar people for more than a few minutes at a time and if they persist he will grow angry at them.
History: He was born to a pair of big game hunters, but was frequently ill as a child. 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. He has dedicated himself to building a better trade route.
Motivation: He wants to meet his childhood hero; and meet up once more with his childhood friend
Ideals: Persistence. Flaws: Antagonistic, Disease. Bonds: Attractive, Adventurer. Occupation: Barkeep
Voice: Spits and sputters
Attributes [hide]
Medium (5'9") Human, Chaotic Good (CR 3)
Armor Class 10
Hit Points 21 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 10 (+0) | 11 (+0) | 7 (-2) | 16 (+3) | 17 (+3) |
Senses Passive Perception 13
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +2 / 1d8+0, Grapple +1
Possessions: 2200 sp. Silver pearl (110 gp). Amethyst (110 gp). Zircon (60 gp). 1 Half-Plate. 1 Half-Plate. 1 Buckler.
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Their contribution stands as a beacon of hope for all adventurers!