Theobald Ainsworth, Male Human [Permalink]
Personal [hide]
Description: A well shaped man just over fifty, he wears a faded coat and loose pants complete with small hat. His hair is black and curly. His fair skin shows little sign of his aristocratic breeding.
Personality: He's a bit of a prankster. He knows he is clumsy and seen as such and will often feign amnesia after injury. Theobald is a bit of a follower. Usually he is manipulated by his brothers into helping them out, but recently he has become more of a free agent.
History: Theobald hails from a village terrorized by gnolls. In his 14th year, his parents were killed by a gnolls raid, leaving Theobald alone in the world. After a stint in an orphanage, he was adopted. Due to his spouse's obsession with being a Animal Trainer they were divorced and he won custody of their daughter. He worked as a Shoemaker, and he later adopted a second daughter.
Motivation: He's repulsed by the PC; and wants to raise his children well
Ideals: Joker. Flaws: Antagonistic. Bonds: Attractive, Family, Enemies. Occupation: Shoemaker
Voice: Low and grunting
Attributes [hide]
Medium (5'5") Human, Neutral Good (CR 3)
Armor Class 9
Hit Points 22 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
7 (-2) | 9 (-1) | 12 (+1) | 12 (+1) | 8 (-1) | 7 (-2) |
Senses Passive Perception 9
Languages Common, Halfling
Attacks Melee +0 / 1d8-2, Ranged +1 / 1d8-1, Grapple -1
Possessions: 200 gp.
Manfred Oakley, Male Human [Permalink]
Personal [hide]
Description: He is lean but muscular and wears light armors faded through time and improper care. He has dyed his greying brown hair a little too much giving a sharp brown color. His hazel eyes lackadaisically let the world flow into them.
Personality: He can speak with the recently deceased. He is obsessed with his god.
History: He was born with several neurological imbalances, which makes sleep difficult for him. It may also be what makes him so good at details. Brilliant and gifted he never wanted to apply himself. He hopes to save up enough money to one day pay a cleric to cure him.
Motivation: He is compelled to act according to his religious beliefs; and to get a good night's sleep
Ideals: Gifted. Flaws: Disease, Insomniac. Bonds: Religious. Occupation: Marshal
Voice: Pirate accent
Attributes [hide]
Medium (5'10") Human, Chaotic Neutral (CR 3)
Armor Class 12
Hit Points 18 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 15 (+2) | 11 (+0) | 15 (+2) | 16 (+3) | 8 (-1) |
Senses Passive Perception 13
Languages Common, Gnoll, Draconic
Attacks Melee +3 / 1d8+1, Ranged +4 / 1d8+2, Grapple +3
Possessions: 400 gp.
Gunter Winthrop, Male Human [Permalink]
Personal [hide]
Description: He is a pot bellied northern man with a big hulking figure and broad shoulders. He wears tight fighting clothing, which leaves very little to the imagination. He wears a feathered hat to hide his balding. His eyes, though not visible through his cowl, are brown.
Personality: He is quite rude, and likes to deride his opponents skill and shout insults at them. He is ready at a moment's notice to give into his darker urges. He is a real pyromaniac and does not care who the fire hurts. He often ends up burning people alive in the fires he starts.
History: Born in a small village he learned the ways of the warrior from his father. Gunter was a troubled youth. He spent his days as a hard laborer instead of attending school, and spent his evenings with numerous mobsters and gang members. Gunter decided he wanted neither the life of his father nor that of the evil petty criminals he associated with. During his early adolescence, he took a sudden opportunity while working the docks and commandeered a vessel that was left unmanned. Recently a tribe of brigands attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Gunter fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: He is a bit of a kleptomaniac.
Ideals: Fighting, Athletic. Flaws: Antagonistic, Insane. Bonds: Criminal record. Occupation: Fortune-teller
Voice: Jamaican accent
Attributes [hide]
Medium (5'1") Human, Neutral Evil (CR 3)
Armor Class 10
Hit Points 20 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 11 (+0) | 13 (+1) | 12 (+1) | 16 (+3) | 13 (+1) |
Senses Passive Perception 13
Languages Common, Halfling
Attacks Melee +3 / 1d8+1, Ranged +2 / 1d8+0, Grapple +1
Possessions: 2400 sp.
Hunter Yardley, Male Human [Permalink]
Personal [hide]
Description: He is bundled in multiple layers and is prepared for a desert trek wearing a turban that covers his face most of the time. He cuts an attractive figure and his suit of old armor is well cared for even if it is obsolete. His brown hair is thinning but still full. He wears large thick round spectacles.
Personality: He is quite gentle and does not know the full extent of his strength. He works very hard to maintain that gentleness. 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: His parents moved while he was still in utero so he is the first generation to be born here. Hunter was born on a far northern mountains where he grew up under the tutelage of his mother, an expert Shoemaker. He was betrayed by a partner and left for dead, teaching him a humbling lesson in trusting others.
Motivation: He's repulsed by the PC; and further expansion of business
Ideals: Disciplined. Flaws: Antagonistic. Bonds: Attractive, Immigrant. Occupation: Shoemaker
Voice: Cold and demanding tone
Attributes [hide]
Medium (5'6") Human, Chaotic Good (CR 3)
Armor Class 10
Hit Points 28 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 11 (+0) | 12 (+1) | 8 (-1) | 8 (-1) | 14 (+2) |
Senses Passive Perception 9
Languages Common
Attacks Melee +1 / 1d8-1, Ranged +2 / 1d8+0, Grapple +0
Possessions: 14000 cp. Rhodochrosite (10 gp). Red spinel (150 gp). Fiery yellow corundum (900 gp). 1 Masterwork Common Ranged Weapon. 1 Masterwork Common Ranged Weapon. 1 Masterwork Common Ranged Weapon.
Alex Kelsey, Male Human [Permalink]
Personal [hide]
Description: He wears tight fitting pants and leather jackets. He usually doesn't wear a shirt. His blonde hair is lengthy. His eyes are amber and catlike.
Personality: Eccentric and domineering, Alex will drive conversation. When triggered he is a bloodthirsty maniac, stopping at nothing and killing everything for almost an hour.
History: Born to a pair of adventurers, Alex grew up listening to his mother's many stories. His family was being driven out of business by several neighboring competitors. The mother sought out extralegal help and others began closing their doors. He saw this and took pride in his mother's willingness to do anything to win. He remains aloof and afraid to be himself due to all the ideals others have placed upon him.
Motivation: He is terrified, and will act out of fear; and he possesses a valuable artifact that the thieves guild wishes to steal
Ideals: Extrovert. Flaws: Insane, Shy, Fearful. Bonds: Criminal record, Adventurer. Occupation: Bookbinder
Voice: Speaks like tongue is numb
Attributes [hide]
Medium (6'0") Human, Chaotic Neutral (CR 3)
Armor Class 8
Hit Points 16 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 7 (-2) | 12 (+1) | 6 (-2) | 12 (+1) | 10 (+0) |
Senses Passive Perception 11
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +0 / 1d8-2, Grapple +3
Possessions: 200 gp.
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