Gunter Marlee, Male Human [Permalink]
Personal [hide]
Description: Relatively heavier built than your average man, he is not imposing. He wears many layers of old clothing at all times. He keeps his long white hair kept up in a rat tail. This gray eyed northerner is not easily forgotten.
Personality: He is witty, but his monotone delivery comes off as unnerving He lacks restraint and is impulsive. He jumps in and acts without thinking all too often.
History: Gunter was born to in a poor docking district. He spent his early days working in the same smith shop his father was employed at, doing general labor. He moved from fad to fad and when he turned 15 he discovered writing. He has dedicated himself to building a better world.
Motivation: He wants to meet his childhood hero; and he has passion for adventuring and risk
Ideals: Joker, Artistic. Flaws: Ugly, Impulsive. Bonds: Poor, Adventurer. Occupation: Gardener
Voice: Sounds elderly
Attributes [hide]
Medium (5'0") Human, Neutral Good (CR 4)
Armor Class 10
Hit Points 41 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 11 (+0) | 14 (+2) | 16 (+3) | 13 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common, Elven, Orc, Terran
Attacks Melee +4 / 1d10+2, Ranged +2 / 1d10+0, Grapple +2
Possessions: 200 gp. 1 Good lock.
Trey Anderton, Male Human [Permalink]
Personal [hide]
Description: A man of a pale complexion, he wears tight fitting pants and leather jackets. He usually doesn't wear a shirt. His black hair has been sun bleached extensively. His amber eyes are desperate and heavily dilated. He has the appearance of someone under the heavy influence of drugs.
Personality: He is irascible and easily irritated. He is a bit of a macho man and will challenge people to random contests of strength and skill, and invite them to random hunting and fishing trip.
History: He was born to a criminal king-pin and mafia family He became part of the deadliest team of assassins in recent memory. A botched job caused the group to be disbanded. He got away from his former life and has fallen to alcoholism.
Motivation: He is compelled to act according to his religious beliefs; and to fight the greatest warriors and to fight in the greatest battles ever
Ideals: Fighting. Flaws: Addict, Antagonistic. Bonds: Nature, Criminal record, Religious. Occupation: Apothecary
Voice: Soft and melodious
Attributes [hide]
Medium (6'3") Human, Neutral Evil (CR 3)
Armor Class 12
Hit Points 19 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 14 (+2) | 15 (+2) | 9 (-1) | 17 (+3) | 15 (+2) |
Senses Passive Perception 13
Languages Common
Attacks Melee +2 / 1d8+0, Ranged +4 / 1d8+2, Grapple +2
Possessions: 100 gp. 1 Half-Plate. 1 Half-Plate. 1 Masterwork Heavy wooden shield.
Henry Ashton, Male Human [Permalink]
Personal [hide]
Description: This malnourished man is well dressed, constantly wearing a brown suit, violet shirt, and brown tie. His long red hair is drawn into a two foot long braid. He has brown eyes and a brown hat with a violet feather.
Personality: He is almost excessively polite to everyone, even when angry. Around other people he will do his best to conceal his emotions and appear jolly.
History: Born to a Blacksmith, his father struggled to pay the bills. His childhood dream was to be a Blacksmith, but he was a colossal failure. He used his abilities to trick people and travel the world for free.
Motivation: He's attracted to the PC; and balancing his hectic life and new miner responsibilities is difficult
Flaws: Shy. Bonds: Poor, Job, Criminal record, Has a crush. Occupation: Miner
Voice: Jamaican accent
Attributes [hide]
Medium (6'3") Human, Chaotic Neutral (CR 3)
Armor Class 11
Hit Points 21 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 12 (+1) | 14 (+2) | 12 (+1) | 9 (-1) | 12 (+1) |
Senses Passive Perception 9
Languages Common, Goblin
Attacks Melee +3 / 1d8+1, Ranged +3 / 1d8+1, Grapple +1
Possessions: 400 gp.
Trey Jacobs, Male Human [Permalink]
Personal [hide]
Description: This late middle aged man is bundled in multiple layers and is prepared for a desert trek wearing a turban that covers his face most of the time and is in decent physical shape. His hair is cut close to his head. His eyes are violet and he is always smoking a pipe.
Personality: In the realm of puns, he cannot help himself. He feels obliged to make them. He has a minor phobia of water and hates getting wet.
History: He was born to a criminal king-pin and mafia family While he appears to be a normal Human, he's... not quite right. Perhaps he's slightly insane, or otherwise so mentally alien to the rest of the world that he plain doesn't fit in. He is untrained/undisciplined, which makes him dangerous.
Motivation: To end his boredom; and he will attempt to ambush and attack anyone he thinks he can take on alone and try to knock them out with non-lethal damage. if successful, he will try to sell them to his slave-trader contact
Ideals: Joker. Flaws: Fearful, Insane, Mundane. Bonds: Criminal record. Occupation: Spice Merchant
Voice: Slurs words
Attributes [hide]
Medium (5'11") Human, Chaotic Evil (CR 3)
Armor Class 11
Hit Points 22 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 13 (+1) | 15 (+2) | 7 (-2) | 8 (-1) | 7 (-2) |
Senses Passive Perception 9
Languages Common
Attacks Melee +4 / 1d8+2, Ranged +3 / 1d8+1, Grapple +1
Possessions: Just what you see.
Arnold Emsworth, Male Human [Permalink]
Personal [hide]
Description: He is a man of bearing and well nourished. He likes to wear tan tank tops with black pants. His blonde hair is kept up in a ponytail inside a deerstalker hat. His voice is smooth and creepy, always level, but somehow just slightly unnerving.
Personality: He's a bit of a prankster. He knows he is clumsy and seen as such and will often feign amnesia after injury. The war was a terrible time for him, and Arnold does not often speak of it. When he does, he does so with a strained expression and tears in his eyes.
History: He served in the navy to pay for his family's outstanding loans. When Arnold reached his early adolescence his Human mother 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 is untrained/undisciplined, which makes him dangerous.
Motivation: He is not mentally stable, and does not behave rationally; and he feels kind of lost in life
Ideals: Joker. Flaws: Insane, Depressed. Bonds: Military, Poor. Occupation: Body Guard
Voice: Uses sign language
Attributes [hide]
Medium (6'0") Human, Neutral Evil (CR 4)
Armor Class 13
Hit Points 38 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 17 (+3) | 13 (+1) | 9 (-1) | 11 (+0) | 6 (-2) |
Senses Passive Perception 10
Languages Common
Attacks Melee +3 / 1d10+1, Ranged +5 / 1d10+3, Grapple +3
Possessions: 500 gp.
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Their contribution stands as a beacon of hope for all adventurers!
