Balimaar Marston, Male Human [Permalink]
Personal [hide]
Description: This man stands a little under 5'7" and is a bit bulky. He is very muscular particularly in the legs. He wears just a black suit. His chestnut hair is smooth and relatively long. His face is feral with sharp distinguishing features. His spectacle hidden eyes are a deep violet.
Personality: He is a very philanthropic person; he spends his free time working at various soup kitchens. He is a ruthless business man, a trait he acquired from his father.
History: Balimaar hails from a village terrorized by giants. At a young age both his parents were killed in an accident. His uncle (a powerful person with enemies on both sides of the law) took him in and had him trained in basic self defense. Days after completing his studies, news broke out that his hometown was attacked by giants. Balimaar was horrified and prayed that his mother was alright. However, he heard that his mother had died fighting off the giants.
Motivation: Wants to open a new tavern; and he has comitted a past crime that haunts him to this day
Ideals: Philantrophist, Entrepeneur. Bonds: Enemies, Criminal record, Job. Occupation: Architect
Voice: Boston accent
Attributes [hide]
Medium (5'7") Human, Lawful Evil (CR 4)
Armor Class 10
Hit Points 36 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 10 (+0) | 15 (+2) | 15 (+2) | 9 (-1) | 12 (+1) |
Senses Passive Perception 11
Languages Common, Aquan, Goblin
Attacks Melee +4 / 1d10+2, Ranged +2 / 1d10+0, Grapple +1
Possessions: 400 gp. Peridot (70 gp). Malachite (4 gp).
Bertram Lancaster, Male Human [Permalink]
Personal [hide]
Description: Relatively heavier built than your average man, he is not imposing. He wears an entirely red suit with black socks and a vest with buckled shoes. Sporting a brown mohawk and bushy mustache this man's hair draws a lot of attention. His face is covered beneath a completely black helmet.
Personality: He trusts no one. He is not readily capable for forgiveness and his ire never leaves him. The war was a terrible time for him, and Bertram does not often speak of it. When he does, he does so with a strained expression and tears in his eyes.
History: Bertram was born in the north. At a young age he loved to build and create. When Bertram reached his early adolescence his Human father passed away. Feeling disconnected from the small nearby village afterwards, he decided to travel. His rounds led him into the Army with a few individuals who would become his life-long companions. He was betrayed by a partner and left for dead, teaching him a humbling lesson in trusting others.
Motivation: He wants nothing more than to rejoin the army; and he's repulsed by the pc
Ideals: Persistence. Flaws: Antagonistic, Depressed. Bonds: Military. Occupation: Engraver
Voice: Creaky witch voice
Attributes [hide]
Medium (5'10") Human, Lawful Evil (CR 3)
Armor Class 11
Hit Points 21 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
6 (-2) | 13 (+1) | 10 (+0) | 17 (+3) | 14 (+2) | 14 (+2) |
Senses Passive Perception 14
Languages Common, Sylvan, Gnome, Ignan
Attacks Melee +0 / 1d8-2, Ranged +3 / 1d8+1, Grapple +1
Possessions: 400 gp.
Jocelyn Gladstone, Male Human [Permalink]
Personal [hide]
Description: This man is moderately tanned and has just the faintest trace of an accent. He is perpetually draped in fineries, but all of this concealed by his earthly robes.. His white hair is kept up in a ponytail inside a broad hat. His otherwise smooth face is marked with small tiny scars.
Personality: He is erratic and paranoid. He believes dire rats are coming to abduct people. He receives visions of the future at random moments
History: The child of western immigrants he idolized his father. A freak accident while working with his Soapmaker father left him crippled. Days after completing his studies, news broke out that his hometown was attacked by dire rats. Jocelyn was horrified and prayed that his mother was alright. However, he heard that his mother had died fighting off the dire rats.
Motivation: His name or reputation has been wronged in the past by dire rats, and he desires to right it.
Ideals: Gifted. Flaws: Disease. Bonds: Attractive, Immigrant, Enemies. Occupation: Farmer
Voice: Uses lots of figures of speech
Attributes [hide]
Medium (6'4") Human, True Neutral (CR 3)
Armor Class 11
Hit Points 31 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 13 (+1) | 16 (+3) | 12 (+1) | 13 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common, Elven
Attacks Melee +3 / 1d8+1, Ranged +3 / 1d8+1, Grapple +1
Possessions: 200 gp.
Ernest Birkenhead, Male Human [Permalink]
Personal [hide]
Description: With black face paint in a stripe pattern across his face, he wears very tight pants and wife beaters, though occasionally he sports a green coat. With bright black hair and a scraggly beard. His eyes are hazel and catlike.
Personality: He misses his glory days as an athlete. He does not mind his job, but it is boring in comparison. His temper goes off on the smallest of things. He tends to lash out at those around him.
History: Ernest was born with his mother's beautiful face. 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 spent several years traveling with his friend, before both settled down to enjoy the fruits of their adventures.
Motivation: Nothing but the best is good enough for him; and he doesn't get along with people that don't share his tastes
Ideals: Athletic, Impeccable. Flaws: Antagonistic. Bonds: Attractive, Adventurer. Occupation: Shepherd
Voice: Draws out vowels
Attributes [hide]
Medium (5'2") Human, Chaotic Good (CR 3)
Armor Class 7
Hit Points 31 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 5 (-3) | 13 (+1) | 12 (+1) | 12 (+1) | 16 (+3) |
Senses Passive Perception 9
Languages Common, Undercommon
Attacks Melee +3 / 1d8+1, Ranged -1 / 1d8-3, Grapple +1
Possessions: 200 gp. Zircon (40 gp).
Reynard Tindall, Male Human [Permalink]
Personal [hide]
Description: Runty and weak-looking, he prefers to wear white clothing when he does not wear armor. His hair is greying and his face has many wrinkles. He is baby faced.
Personality: He considers himself the perfect gentleman. He makes a point to always show proper etiquette and frequently critiques the etiquette of others. He enjoys reading and quiet.
History: A powerful necromancer made him what he is. When money was particularly tight he was walking through alleys when he overheard a Jeweler hiring some criminals to sabotage a competitor. He made his way to the other competitor and parlayed his knowledge into a job. He bought a whip and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: To share knowledge with the world; and he doesn't get along with people that don't share his tastes
Ideals: Impeccable, Logical. Flaws: Ugly. Bonds: Poor, Mentor, Nature. Occupation: Jeweler
Voice: Draws out vowels
Attributes [hide]
Medium (5'5") Human, Neutral Good (CR 3)
Armor Class 12
Hit Points 16 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 15 (+2) | 11 (+0) | 15 (+2) | 14 (+2) | 14 (+2) |
Senses Passive Perception 12
Languages Common, Undercommon, Celestial
Attacks Melee +2 / 1d8+0, Ranged +4 / 1d8+2, Grapple +4
Possessions: 3200 sp. 1 Healer’s kit. 1 Magnifying glass.
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