Gilbert Hamilton, Male Human [Permalink]
Personal [hide]
Description: Relatively heavier built than your average man, he is not imposing. He wears a worn and beaten armor. He has styled his black hair well, parting it to the left. His fair skin shows little sign of his aristocratic breeding.
Personality: In the realm of puns, he cannot help himself. He feels obliged to make them. He is stubborn though. He always likes to keep a trick up his sleeve. He likes to fight dirty and will kick and punch below the belt if he feels he even has a chance of losing.
History: Gilbert lived on a farm with his father, near the main road leading to a nearby town. He helped his father out around the business and became quite the natural. He has worked as a Spice Merchant like his father before him.
Motivation: Balancing his hectic life and new Spice Merchant responsibilities is difficult; and he has comitted a past crime that haunts him to this day
Ideals: Joker. Bonds: Attractive, Criminal record, Family, Job. Occupation: Spice Merchant
Voice: Uses sign language
Attributes [hide]
Medium (5'7") Human, Lawful Evil (CR 3)
Armor Class 11
Hit Points 28 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 13 (+1) | 14 (+2) | 11 (+0) | 13 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common
Attacks Melee +2 / 1d8+0, Ranged +3 / 1d8+1, Grapple +1
Possessions: 400 gp. Hematite (6 gp). Rose (20 gp). Deep green spinel (70 gp).
Roland Ashton, Male Human [Permalink]
Personal [hide]
Description: He wears tan leather gloves, a tan jacket, and tight pants, and he perpetually has his axe ready. He is bald on top and has large chestnut tufts of hair around his ears. His eyes are gray and beady.
Personality: He can speak with the dead, and doesn't see much difference between the living and dead. He can see the true alignment of people by looking at them, and uses this to pass judgement.
History: He grew up in a lower middle class home, but living comfortably wasn't enough. In his youth he was part of a gang. He got caught, but did not rat out his comrades and served his time in prison. He would ruin relationships and cause injury. He was reprimanded several times before being given his current form and forced to learn humility.
Motivation: He is being blackmailed/forced/etc and this influences his actions.
Ideals: Fighting, Gifted. Flaws: Ugly, Mundane. Bonds: Criminal record. Occupation: Tailor
Voice: Middle-eastern accent
Attributes [hide]
Medium (6'2") Human, Neutral Evil (CR 3)
Armor Class 10
Hit Points 23 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 11 (+0) | 12 (+1) | 9 (-1) | 9 (-1) | 9 (-1) |
Senses Passive Perception 9
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +2 / 1d8+0, Grapple +1
Possessions: 300 gp.
Balimaar Kimberley, Male Human [Permalink]
Personal [hide]
Description: This man is unhealthily muscled, almost every single one of his veins is visible when he is not flexing. His shirts and pants tend to be short and undersized for him due to the difficulty of finding a good tailor. His white hair is heavily combed to the left. He has hazel eyes and a green hat with a tan feather.
Personality: Calm and collected, he is a well trained Mercenary. He moves from fascination to fascination almost instantaneously. If something can keep his interest for a month it is impressive.
History: He got into the Mercenary business at a young age. He sought a place where he would be rewarded solely on the merits of his skills. This search led him directly into Mercenary work with an outfit from a few towns over. Mercenary work suited him well, and with each successful project, he earned more gold and more respect from his peers. He now owns his own business.
Motivation: To fight the greatest warriors and to fight in the greatest battles ever.
Ideals: Fighting, Athletic. Flaws: Hedonist. Bonds: Job. Occupation: Mercenary
Voice: Hissing voice
Attributes [hide]
Medium (5'3") Human, Neutral Evil (CR 3)
Armor Class 9
Hit Points 14 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 9 (-1) | 7 (-2) | 12 (+1) | 16 (+3) | 13 (+1) |
Senses Passive Perception 15
Languages Common, Terran
Attacks Melee +4 / 1d8+2, Ranged +1 / 1d8-1, Grapple +5
Possessions: 1000 sp.
Adelard Hackney, Male Human [Permalink]
Personal [hide]
Description: He is scrawny and has patchy black stubble. He is wearing colorful clothing, dressed as a Animal Trainer. He has a hunchback. His black hair is thinning but still full. His gray unseeing eyes seem to look past you.
Personality: He's a bit of a prankster. He knows he is clumsy and seen as such and will often feign amnesia after injury. He also has developed a complete distrust of the Engraver profession.
History: From birth he was tutored by a cruel and relentless mentor. His childhood dream was to be a Engraver, but he was a colossal failure. He became a Animal Trainer soon after.
Motivation: Sabotage a competitor; and he is unsatisfied with his job
Ideals: Joker. Flaws: Ugly, Disease. Bonds: Job, Mentor, Religious. Occupation: Animal Trainer
Voice: Irish accent
Attributes [hide]
Medium (5'11") Human, Neutral Good (CR 3)
Armor Class 10
Hit Points 16 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 11 (+0) | 8 (-1) | 16 (+3) | 9 (-1) | 15 (+2) |
Senses Passive Perception 9
Languages Common, Infernal, Aquan, Terran
Attacks Melee +2 / 1d8+0, Ranged +2 / 1d8+0, Grapple +2
Possessions: 18000 cp. Malachite (14 gp). Aquamarine (500 gp). Star ruby (400 gp).
Patrick Marley, Male Human [Permalink]
Personal [hide]
Description: 5'8" and muscular, this western man prefers to wear black pants and tee shirts. His hair is black and curly. His otherwise smooth face is marked with small tiny scars.
Personality: Confrontational and typically high on some drug or another. As long as the job gets done he does not care how it got done.
History: He was born the only child of a wealthy merchant. He took after his father in leading caravans. Because they were valued, his father taught him to defend himself. When his father died while fighting gnolls, the young Patrick began to lead the lost caravan. He's since become an addict/alcoholic.
Motivation: Wants to work out more often.
Ideals: Athletic, Professionalism, Entrepeneur. Flaws: Addict. Bonds: Enemies. Occupation: Apothecary
Voice: Speaks with lips pursed
Attributes [hide]
Medium (5'8") Human, Neutral Good (CR 3)
Armor Class 12
Hit Points 13 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 15 (+2) | 11 (+0) | 16 (+3) | 13 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common, Terran, Giant, Ignan
Attacks Melee +5 / 1d8+3, Ranged +4 / 1d8+2, Grapple +3
Possessions: Just what you see.
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Their contribution stands as a beacon of hope for all adventurers!
