Wymar Cholmondeley, Male Human [Permalink]
Personal [hide]
Description: Dark and lean, he is a relatively plain man. He wears a blue shirt with thin brown vertical stripes and yellow pants. His tied-back hair is auburn. His ears are large.
Personality: He has a good heart but also a terrible temper. He will forgive often but not before yelling and berating someone for whatever they have done wrong. He is afraid of women and trembles around them
History: Wymar lived on a farm with his father, near the main road leading to a nearby town. In his 18th year, while out on a day-trip, he returned to find his hometown burning and destroyed. He found his father impaled in their home, and his mother beheaded. He saw the man who walked out, and charged him in a blind rage. The man easily evaded and defeated him, leaving him to live broken and terrified. He was betrayed by a partner and left for dead, teaching him a humbling lesson in trusting others.
Motivation: Find a way to reverse the transformation of his sister; and he is terrified, and will act out of fear
Flaws: Ugly, Antagonistic, Shy, Fearful. Bonds: Family. Occupation: Animal Trainer
Voice: Smooth and feminine
Attributes [hide]
Medium (6'5") Human, Chaotic Good (CR 4)
Armor Class 10
Hit Points 31 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 10 (+0) | 8 (-1) | 17 (+3) | 15 (+2) | 14 (+2) |
Senses Passive Perception 12
Languages Common, Druidic, Undercommon, Celestial
Attacks Melee +4 / 1d10+2, Ranged +2 / 1d10+0, Grapple +2
Possessions: 36000 sp. 1 Minor magic item.
Theobald Wentworth, Male Human [Permalink]
Personal [hide]
Description: This man wears a white shirt, with a black mid length shorts with black tights and flats, usually wearing a coat over them, and sports empty pouches on his belt. His golden hair is still thick. He wears a mask on his face.
Personality: A grumpy guy he will invite people to lunch so he can critique them. Yet he still seems generally likeable, like a lovable grump. He does not trust anyone and sleeps with one eye open.
History: Theobald was born to in a poor docking district. He spent his early days working in the same smith shop his mother was employed at, doing general labor. When he was little, his rather wealthy family often ventured across the island to a summer home near a ruined castle. He would wander through that ruined castle 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. Theobald took refuge in the ruined castle and found the beat up shortspear and armor he uses now. He used his abilities to travel the world and help people.
Motivation: He's repulsed by the PC; and to get a good night's sleep
Ideals: Philantrophist. Flaws: Antagonistic, Insomniac. Bonds: Poor, Nature. Occupation: Healer
Voice: Sighs a lot, exhausted
Attributes [hide]
Medium (6'4") Human, Lawful Evil (CR 3)
Armor Class 12
Hit Points 27 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 15 (+2) | 14 (+2) | 8 (-1) | 10 (+0) | 12 (+1) |
Senses Passive Perception 10
Languages Common
Attacks Melee +2 / 1d8+0, Ranged +4 / 1d8+2, Grapple +2
Possessions: 300 gp. 1 Masterwork Artisan’s tools. 1 Superior lock. 1 Average lock.
Thomas Wallace, Male Human [Permalink]
Personal [hide]
Description: A hulking man with gigantic muscles, he is constantly adorned with expensive silk clothing, often dyed in bright black and blue, and wears rings and necklaces with large, colorful gems. His black hair is heavily combed to the right. He has a dull look in his violet eyes.
Personality: He is quiet and reserved most of the time, but warms up to people very quickly. Around friends he is liable to tell dirty jokes and enjoy himself. Thomas enjoys physical pleasures, and is well known for his love of warm baths in the hot springs near the town.
History: He was raised happily, as a normal child born to his father and mother. His father taught him the rudiments of the Butcher arts, while his mother instructed him in etiquette, music and courtly manner. Thomas liked to wander the woods near his home when he was young, something he still likes to do at least once a week. He never liked modest clothing or shoes, so he would wander the woods barefoot and lightly dressed, and he developed a good sense of balance and learned how to climb and swim well. He now owns his own business.
Motivation: His relatives are trying to arrange a marriage; and marry his brother to traveling adventurers
Ideals: Joker. Flaws: Hedonist. Bonds: Rich, Nature, Job, Family. Occupation: Butcher
Voice: Irish accent
Attributes [hide]
Medium (6'1") Human, Lawful Neutral (CR 3)
Armor Class 9
Hit Points 30 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
7 (-2) | 9 (-1) | 14 (+2) | 14 (+2) | 17 (+3) | 8 (-1) |
Senses Passive Perception 13
Languages Common, Sylvan, Goblin
Attacks Melee +0 / 1d8-2, Ranged +1 / 1d8-1, Grapple -1
Possessions: 200 gp.
Gerard Pickering, Male Human [Permalink]
Personal [hide]
Description: This northern man's face is deformed and paralyzed on one side. As such, he slurs his words together. He is wearing dark clothing and a heavy breastplate, keeping many of his physical features obscured. His hair is greying and his face has many wrinkles. His face is covered beneath a completely black helmet.
Personality: He is extraordinarily passive and rarely speaks, let alone speaks his mind. 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 with several neurological imbalances, which makes sleep difficult for him. It may also be what makes him so good at details. Cursed with vampirism at a very young age, Gerard has worked very hard to control his curse. He hopes to save up enough money to one day pay a cleric to cure him.
Motivation: Retire the richest man in the north; and to protect his home
Ideals: Entrepeneur. Flaws: Ugly, Shy, Disease, Insomniac. Occupation: Gardener
Voice: Posh accent
Attributes [hide]
Medium (5'11") Human, Lawful Good (CR 3)
Armor Class 10
Hit Points 19 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 10 (+0) | 9 (-1) | 16 (+3) | 11 (+0) | 11 (+0) |
Senses Passive Perception 10
Languages Common, Celestial, Undercommon, Auran
Attacks Melee +2 / 1d8+0, Ranged +2 / 1d8+0, Grapple +0
Possessions: 2700 sp.
William Lindsey, Male Human [Permalink]
Personal [hide]
Description: He is an exceptionally muscular looking southern young adult. He wears suspenders and pastel workpants. His shirt is green, and he wears a heavy pastel leather apron most of the time. Beneath his clothing is a huge mess of scar tissue. His blonde hair is braided into rings. He has a dull look in his violet eyes.
Personality: He is soft-spoken, optimistic and speaks nonstop, as he rather likes the sound of his voice. His demeanor is somewhat feminine. He has a taste for the finer things and spends a great deal of money on luxuries, some more exotic than others.
History: Raised by wardens he was only a novice when brigands swooped upon their monastery and killed most of the order. He has chosen to use the inheritance that was left to him frivolously. He now mingles about in high society.
Motivation: He is currently in port desperately looking for someone to get him out; and he has money and likes to spend it
Ideals: Optimist. Bonds: Slave, Rich, Religious, Enemies. Occupation: Shipwright
Voice: Speaks with lips pursed
Attributes [hide]
Medium (6'5") Human, Neutral Good (CR 4)
Armor Class 10
Hit Points 29 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 11 (+0) | 15 (+2) | 7 (-2) | 17 (+3) | 15 (+2) |
Senses Passive Perception 13
Languages Common
Attacks Melee +5 / 1d10+3, Ranged +2 / 1d10+0, Grapple +3
Possessions: 300 gp. 1 Masterwork Common Ranged Weapon. 1 Masterwork Common Ranged Weapon. 1 Masterwork Common Melee.
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Their contribution stands as a beacon of hope for all adventurers!
