Gunter Ryland, Male Human [Permalink]
Personal [hide]
Description: This man is bedraggled and starved. He wears tight fitting pants and leather jackets. He usually doesn't wear a shirt. He has a long black beard with little hanging trinkets. His eyes are likewise gray.
Personality: Quiet and reserved he prefers to listen than to talk. He will nod occasionally and communicate nonverbally. He receives visions of the future at random moments
History: Gifted from a young age, Gunter studied abroad. His homeland was ravaged by war and he spent much of his life rebuilding it. He has worked as a Guard like his father before him.
Motivation: Human compassion; and further expansion of business
Ideals: Gifted. Flaws: Shy, PTSD, Racist. Bonds: Poor, Job. Occupation: Guard
Voice: Squeaky
Attributes [hide]
Medium (5'8") Human, Chaotic Good (CR 3)
Armor Class 10
Hit Points 21 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 10 (+0) | 13 (+1) | 14 (+2) | 13 (+1) | 17 (+3) |
Senses Passive Perception 11
Languages Common, Abyssal, Aquan
Attacks Melee +3 / 1d8+1, Ranged +2 / 1d8+0, Grapple +3
Possessions: Silver comb with moonstones (400 gp). Brass mug with jade inlays (100 gp). Embroidered silk and velvet mantle with numerous moonstones (900 gp). 1 Half-Plate. 1 Half-Plate.
Ralf Soames, Male Human [Permalink]
Personal [hide]
Description: This tall, slender man wears long strands of opal and short black dresses (or suits) accompanied by the proper stockings and shoes, with gloves of varying lengths. He wears his red hair up in a very large beehive style do. His voice is smooth and creepy, always level, but somehow just slightly unnerving.
Personality: He acts crazy and hedonistic. He has all his life been fascinated with dancing.
History: Born in the south to a Barber, Ralf learned a great deal about his father's area of expertise. He inherited a moderately successful company from his father. Under his leadership it has flourished, and using capital from his venture he effectively owns an entire region. He has achieved small success as a Barber.
Motivation: To be a Guard again; and he is greedy
Ideals: Artistic. Flaws: Insane, Hedonist. Bonds: Rich, Job. Occupation: Barber
Voice: Raspy
Attributes [hide]
Medium (6'1") Human, Chaotic Evil (CR 3)
Armor Class 12
Hit Points 24 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 15 (+2) | 11 (+0) | 12 (+1) | 13 (+1) | 17 (+3) |
Senses Passive Perception 13
Languages Common, Giant
Attacks Melee +3 / 1d8+1, Ranged +4 / 1d8+2, Grapple +2
Possessions: 400 gp. Zircon (80 gp). Golden yellow topaz (800 gp).
Odo Beitz, Male Human [Permalink]
Personal [hide]
Description: He tends to wear a large tan jacket. His chestnut hair is drawn into a tight pony tail with a skull scrunchie. His blue eyes lackadaisically let the world flow into them.
Personality: A deeply religious man he believes everything happens for a reason. He feeds upon the attention of others.
History: He got into the Farmer business at a young age. He took every job he could get his hands on, but the opportunities for Humans in the east were limited. He ran away from his former home and has been making his living as a Farmer for the past few years.
Motivation: Wants to open a new tavern; and he doesn't get along with people that don't share his tastes
Ideals: Impeccable. Bonds: Religious, Attractive, Job, Immigrant. Occupation: Farmer
Voice: Sore throat, cough
Attributes [hide]
Medium (6'4") Human, Lawful Good (CR 3)
Armor Class 13
Hit Points 29 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 16 (+3) | 15 (+2) | 7 (-2) | 15 (+2) | 12 (+1) |
Senses Passive Perception 12
Languages Common
Attacks Melee +5 / 1d8+3, Ranged +5 / 1d8+3, Grapple +3
Possessions: 300 gp.
Gerard Churchill, Male Human [Permalink]
Personal [hide]
Description: He wears bulky brown painted plate armor. His white hair is cut short with large spiked bangs in the front. His eyes are hazel and beady.
Personality: Friendly and accommodating he would invite many more into his home than his spouse would be comfortable with if they did not express concern about it. He will often invite strangers home for dinner and talk their ears off. He cares deeply for his spouse and does his best to make sure his guests look presentable.
History: Gerard 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 money was particularly tight he was walking through alleys when he overheard a Sailor hiring some criminals to sabotage a competitor. He made his way to the other competitor and parlayed his knowledge into a job. He used his abilities to travel the world and help people.
Motivation: He has passion for adventuring and risk.
Ideals: Philantrophist, Optimist. Flaws: Ugly. Bonds: In love, Poor. Occupation: Sailor
Voice: Creaky witch voice
Attributes [hide]
Medium (5'8") Human, Chaotic Evil (CR 3)
Armor Class 9
Hit Points 29 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 8 (-1) | 15 (+2) | 12 (+1) | 16 (+3) | 8 (-1) |
Senses Passive Perception 13
Languages Common, Draconic
Attacks Melee +2 / 1d8+0, Ranged +1 / 1d8-1, Grapple +3
Possessions: 300 gp.
Trym Ainsley, Male Human [Permalink]
Personal [hide]
Description: He appears as an extremely gaunt Human, and stands approximately 6'1". He wears skinny pants and wears a green and tan robe with the hood down, and his gloved hand is found clutching a crossbow. He keeps his silver hair in a pixie cut. His eyes are violet and he is always smoking a pipe.
Personality: He has always had a great fascination with Human culture. Any perceived weakness will be pressed and exploited. He is seen as merciless and passionate.
History: He was born to a pair of big game hunters, but was frequently ill as a child. His parents died when he was young, and he was unceremoniously dumped in the city orphanage. Trym grew up in the orphanage, tormented by the older kids and famished from lack of food. To avoid death by starvation, most orphans take to a life of crime or prostitution (often both), and so did Trym. He hopes to save up enough money to one day pay a cleric to cure him.
Motivation: Seeks redemption; and he loathes his own lifestyle
Flaws: Racist, Disease, Depressed. Bonds: Criminal record. Occupation: Mortician
Voice: Excited and jittery
Attributes [hide]
Medium (6'1") Human, Chaotic Neutral (CR 5)
Armor Class 12
Hit Points 23 (5d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 15 (+2) | 8 (-1) | 17 (+3) | 11 (+0) | 10 (+0) |
Senses Passive Perception 10
Languages Common, Aquan, Undercommon, Terran
Attacks Melee +3 / 2d4+0, Ranged +5 / 2d4+2, Grapple +3
Possessions: 700 gp. 1 Minor magic item.
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Their contribution stands as a beacon of hope for all adventurers!
