Wymar Gyula, Male Human [Permalink]
Personal [hide]
Description: Relatively heavier built than your average man, he is not imposing. He dresses well, wearing pastel shirts, loose pants, and blazers most of the time. His white hair is greying along the sides and has receded to reveal a widow's peak. He tend to wears goggles to shield his eyes.
Personality: He snorts whenever he laughs or is feeling confident. His respect, as difficult as one would find it to earn, is unwavering; those who more than prove themselves to him, a bar set well above any reasonable standard, he tolerates in varying degrees. Though less modest and more hasty in his reactions to snap at those who irritate him, Wymar is combative with any and all who dare try his patience in the slightest.
History: He was born in the west, but his parents moved at a very young age to the east. He always admired arcane-users and wanted to develop the talent, but never had the affinity for it. He moves from town to town, unable to find a place to settle.
Motivation: He's repulsed by the PC; and he has comitted a past crime that haunts him to this day
Ideals: Justice, Gifted. Flaws: Antagonistic. Bonds: Attractive, Immigrant. Occupation: Adventurer
Voice: Forgets to breathe while speaking
Attributes [hide]
Medium (6'1") Human, Chaotic Neutral (CR 4)
Armor Class 11
Hit Points 29 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 12 (+1) | 13 (+1) | 13 (+1) | 9 (-1) | 14 (+2) |
Senses Passive Perception 9
Languages Common, Infernal
Attacks Melee +2 / 1d10+0, Ranged +3 / 1d10+1, Grapple +1
Possessions: 600 gp.
Drogo Beitz, Male Human [Permalink]
Personal [hide]
Description: With blue face paint in a stripe pattern across his face, he is dressed in an above average manner. His chestnut hair is lengthy. His face is full, his cheeks are rosy, and he always seems to sport a perfect smile and a twinkle in his brown eyes.
Personality: He is fixated on the number 92. He counts his steps and bites of food to keep in track with it. He seems to be used to being ignored and not questioned about it. He has no love for corruption and racketeering and views those as crimes of the highest magnitude.
History: He comes from a rich northern family. He graduated from the Naval Academy and went to see the world at the rank of Ensign. He advanced relatively quickly due to his good work ethic, understanding of the chain of command, and natural leadership ability. He leaves a trail of broken hearts and full pockets wherever he goes.
Motivation: He is greedy; and he uses money and sex appeal to get what he needs
Ideals: Justice. Flaws: Insane. Bonds: Attractive, Rich, Military. Occupation: Brewer
Voice: Sighs a lot, exhausted
Attributes [hide]
Medium (6'4") Human, True Neutral (CR 3)
Armor Class 10
Hit Points 21 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 10 (+0) | 10 (+0) | 14 (+2) | 11 (+0) | 14 (+2) |
Senses Passive Perception 10
Languages Common, Celestial, Goblin
Attacks Melee +1 / 1d8-1, Ranged +2 / 1d8+0, Grapple +0
Possessions: 100 gp. Chalcedony (20 gp).
Guy Brixton, Male Human [Permalink]
Personal [hide]
Description: He appears as an extremely gaunt Human, and stands approximately 5'2". He does not wear sleeves and tends to eschew shirts when he can avoid it, and his gloved hand is found clutching a scimitar. His hair is white and curly. His eyes are gray and he is always smoking a pipe.
Personality: Always inclined to offer people food he seems plenty friendly. He is terrible with names forgetting people's names several times before they finally stick; this causes him no end of embarrassment.
History: Guy was raised in a hard working conservative environment. When the war came and ruined his parents he was left adrift. He was a hard man then and has only learned to fight more as time goes on. He has set out to sabotage the competition.
Motivation: Wants to raise his children well; and expand his business
Ideals: Philantrophist. Flaws: Forgetful, PTSD. Bonds: Job, Family. Occupation: Map Maker
Voice: Irish accent
Attributes [hide]
Medium (5'2") Human, Chaotic Evil (CR 3)
Armor Class 13
Hit Points 23 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 17 (+3) | 12 (+1) | 13 (+1) | 10 (+0) | 17 (+3) |
Senses Passive Perception 10
Languages Common, Sylvan
Attacks Melee +4 / 1d8+2, Ranged +5 / 1d8+3, Grapple +4
Possessions: 400 gp.
William Ramsay, Male Human [Permalink]
Personal [hide]
Description: This southern man tends to wear a red poncho over his likewise colored trousers and shirt. His clothes are grease stained in places. His white hair is smooth and relatively long. His eyes are gray and beady.
Personality: A rambunctious noisy drunk he knows how to make people feel guilty. He has no love for corruption and racketeering and views those as crimes of the highest magnitude.
History: His parents moved while he was still in utero so he is the first generation to be born here. He took every job he could get his hands on, but the opportunities for Humans in the south were limited. He has made many enemies by not giving into corruption and outing many instances of it.
Motivation: He loathes his own lifestyle.
Ideals: Justice. Flaws: Ugly, Depressed. Bonds: Poor, Immigrant. Occupation: Spy
Voice: Russian accent
Attributes [hide]
Medium (5'0") Human, Chaotic Neutral (CR 4)
Armor Class 12
Hit Points 45 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 15 (+2) | 16 (+3) | 12 (+1) | 13 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common, Halfling
Attacks Melee +2 / 1d10+0, Ranged +4 / 1d10+2, Grapple +2
Possessions: 30000 sp.
Gilbert Middleton, Male Human [Permalink]
Personal [hide]
Description: A stocky darker skinned man, he wears a custom-built plate barding that's adorned with green lining and desert motifs. He wears his brown hair down. He has amber eyes.
Personality: He is irascible and easily irritated. He is a very good compulsive liar and kleptomaniac.
History: He was born in a small plains village. When he was little, his rather wealthy family often ventured across the plains to a summer home near a large cave. He would wander through that large cave 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 plains due to the painful memories there. Gilbert took refuge in the large cave and found the beat up longsword and armor he uses now. He has taken up leadership of the village's small militia in response to dire rats demanding more tribute than usual.
Motivation: Regain custody of his daughter; and a deep hatred of dire rats
Flaws: Antagonistic. Bonds: Criminal record, Nature, Enemies, Family. Occupation: Animal Trainer
Voice: Sensual and smooth
Attributes [hide]
Medium (6'2") Human, Neutral Evil (CR 3)
Armor Class 11
Hit Points 29 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 13 (+1) | 16 (+3) | 13 (+1) | 12 (+1) | 15 (+2) |
Senses Passive Perception 11
Languages Common, Infernal
Attacks Melee +2 / 1d8+0, Ranged +3 / 1d8+1, Grapple +1
Possessions: 1500 sp. Silver-plated steel longsword with jet jewel in hilt (300 gp). Carved harp of exotic wood with ivory inlay and zircon gems (200 gp). Silver-plated steel longsword with jet jewel in hilt (300 gp).
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Their contribution stands as a beacon of hope for all adventurers!
