Balimaar Stanford, Male Human [Permalink]
Personal [hide]
Description: The man speaks with an almost imperceptible accent. He seems to always be the slightest bit damp as if he got out from a pool a few moments ago. He wears a black vest and prefers blue and green shirts. His boots appear to have been at one point steel toed but are quite worn down. His hair is cut close to his head. His eyes are brown and catlike.
Personality: He is cool and collected. He likes to make quips and puns whenever he does anything. He also makes a point to compliment his superiors and flatter them. He is skeptical of what others tell him and is slow to trust.
History: He was born to a criminal king-pin and mafia family He took every job he could get his hands on, but the opportunities for Humans in the west were limited. He used his abilities to trick people and travel the world for free.
Motivation: He is a bit of a kleptomaniac.
Ideals: Disciplined. Flaws: Ugly, Shy. Bonds: Immigrant, Criminal record. Occupation: Apothecary
Voice: Speaks with a cold
Attributes [hide]
Medium (5'9") Human, Lawful Evil (CR 3)
Armor Class 14
Hit Points 22 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 18 (+4) | 15 (+2) | 14 (+2) | 8 (-1) | 11 (+0) |
Senses Passive Perception 9
Languages Common, Undercommon, Goblin
Attacks Melee +5 / 1d8+3, Ranged +6 / 1d8+4, Grapple +4
Possessions: 200 gp.
Trym Gentry, Male Human [Permalink]
Personal [hide]
Description: A man with a cold, calculating air about him, he is dressed in an above average manner. His auburn hair is braided into rings. His eyes are likewise blue.
Personality: A rambunctious noisy drunk he knows how to make people feel guilty. He would rather hide behind his crafts than deal with other people.
History: Sold as a small child to a necromancer, Trym was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. Since his father passed away years ago, his mother had doted on him, and he came to think her himself as special and better than other people in town. A notion that was reinforced by his attractiveness, a trait in which he easily excels the other men of his town. He has never given up on his singing dream.
Motivation: He feels kind of lost in life; and a need for knowledge about a nearby landmark
Ideals: Artistic. Flaws: Depressed, Shy. Bonds: Attractive, Mentor. Occupation: Sellsword
Voice: Thin and wheezing
Attributes [hide]
Medium (5'10") Human, True Neutral (CR 3)
Armor Class 13
Hit Points 34 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 16 (+3) | 18 (+4) | 12 (+1) | 15 (+2) | 10 (+0) |
Senses Passive Perception 12
Languages Common, Gnoll
Attacks Melee +2 / 1d8+0, Ranged +5 / 1d8+3, Grapple +3
Possessions: 400 gp.
Thomas Wakefield, Male Human [Permalink]
Personal [hide]
Description: The man speaks with an almost imperceptible accent. He seems to always be the slightest bit damp as if he got out from a pool a few moments ago. He wears dull tan sweaters, loose grey pants, and alligator leather shoes. Beneath his sweater he keeps a concealed ceremonial dagger, just in case. His blonde hair is drawn into a tight pony tail with a skull scrunchie. His fierce blue eyes like to dwell on things.
Personality: He likes to be helpful to his clients. He likes to prescribe proper advice to his clients. Only to laugh say gotcha and shoot double pistol fingers at the fooled target.
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. A gifted student he started as a Interpreter, but he got bored and became a Herbalist. He then took over the family business and is one of the better Herbalist for hire.
Motivation: Further expansion of business.
Ideals: Joker. Flaws: Disease, Insomniac. Bonds: Immigrant, Job. Occupation: Herbalist
Voice: Jamaican accent
Attributes [hide]
Medium (6'2") Human, Lawful Neutral (CR 3)
Armor Class 12
Hit Points 22 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 15 (+2) | 11 (+0) | 17 (+3) | 13 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common, Infernal, Elven, Giant
Attacks Melee +5 / 1d8+3, Ranged +4 / 1d8+2, Grapple +3
Possessions: 10 pp.
Gomory Marleigh, Male Human [Permalink]
Personal [hide]
Description: The man speaks with an almost imperceptible accent. He seems to always be the slightest bit damp as if he got out from a pool a few moments ago. He wears silk and lounges about seductively. His black hair is lengthy. He has several tiny sapphire earrings on each ear.
Personality: He considers himself a man of culture and sophistication. He likes a good challenge to his wits. He is a great chef.
History: He comes from a rich southern family. A few years later when the north was not economically sound they moved to his current location. He moves from town to town, unable to find a place to settle.
Motivation: He doesn't get along with people that don't share his tastes; and he has money and likes to spend it
Ideals: Impeccable, Gifted. Bonds: Attractive, Immigrant, Rich. Occupation: Fisher
Voice: Soothing and warm
Attributes [hide]
Medium (5'5") Human, Lawful Neutral (CR 4)
Armor Class 12
Hit Points 36 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 15 (+2) | 12 (+1) | 12 (+1) | 17 (+3) | 10 (+0) |
Senses Passive Perception 13
Languages Common, Abyssal
Attacks Melee +1 / 1d10-1, Ranged +4 / 1d10+2, Grapple +2
Possessions: 100 gp. 1 Minor magic item.
Norman Conway, Male Human [Permalink]
Personal [hide]
Description: With grey face paint in a stripe pattern across his face, he is generally shirtless and showing off his tattooed chest. His brown hair is lengthy. His eyes, though not visible through his cowl, are brown.
Personality: He acts crazy and hedonistic. He does suffer from mild PTSD, and the sight of illithids may trigger it at times.
History: Norman hails from a village terrorized by illithids. Norman was born on a far southern plains where he grew up under the tutelage of his mother, an expert Cartwright. He guards a vault combo very seriously as well as the key needed to open it.
Motivation: Human compassion; and he wants revenge against illithids
Flaws: Hedonist, Secretive, Racist. Bonds: Enemies, Immigrant. Occupation: Cartwright
Voice: Sounds elderly
Attributes [hide]
Medium (5'5") Human, Chaotic Good (CR 3)
Armor Class 11
Hit Points 17 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 12 (+1) | 8 (-1) | 15 (+2) | 7 (-2) | 14 (+2) |
Senses Passive Perception 8
Languages Common, Dwarven, Halfling
Attacks Melee +2 / 1d8+0, Ranged +3 / 1d8+1, Grapple +0
Possessions: 1000 sp. 1 Masterwork Musical instrument. 1 Small steel mirror. 1 Magnifying glass.
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Their contribution stands as a beacon of hope for all adventurers!
