Gerard Tattersall, Male Human [Permalink]
Personal [hide]
Description: Relatively heavier built than your average man, he is not imposing. He wears a blue shirt, with a black mid length shorts with black tights and flats, usually wearing a coat over them. He has styled his auburn hair well, parting it to the right. His brown eyes dart around the room hyper actively observing anyone and anything.
Personality: He is erratic and paranoid. He believes goblins are coming to abduct people. When he's not drinking or sleeping the drinks off, he's doing poetry.
History: Gerard was raised in a hard working conservative environment. His mother took him hunting and taught him how to get in the mind of other creatures. He has never given up on his poetry dream.
Motivation: Further expansion of business; and to clean up the streets
Ideals: Artistic. Bonds: Enemies, Job, Nature, Guardian. Occupation: Carter
Voice: Thin and wheezing
Attributes [hide]
Medium (5'1") Human, Lawful Evil (CR 3)
Armor Class 11
Hit Points 30 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 12 (+1) | 15 (+2) | 13 (+1) | 17 (+3) | 10 (+0) |
Senses Passive Perception 15
Languages Common, Elven
Attacks Melee +3 / 1d8+1, Ranged +3 / 1d8+1, Grapple +1
Possessions: 300 gp. Large well-done wool tapestry (500 gp).
Justin Huxley, Male Human [Permalink]
Personal [hide]
Description: This man wears silk and lounges about seductively. He is muscular with a powerful set of arms. His brown hair is slicked back into a classic pompadour. His brown eyes are slightly larger than normal.
Personality: He has a very dry and sarcastic sense of humor. He is not one for noise or eating so much, which is in direct contrast with his big mouthed big gutted partner. His partner is his best friend in the world. The two are very close despite being more or less each other's opposites. He lacks restraint and is impulsive. He jumps in and acts without thinking all too often.
History: He was born several months after his father was called into army service. 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. He spent several years traveling with his friend, before both settled down to enjoy the fruits of their adventures.
Motivation: He wants to meet his childhood hero.
Flaws: Impulsive. Bonds: Attractive, Adventurer, Military, Criminal record. Occupation: Barkeep
Voice: Sleepy voice
Attributes [hide]
Medium (6'3") Human, Chaotic Neutral (CR 3)
Armor Class 10
Hit Points 22 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 11 (+0) | 14 (+2) | 15 (+2) | 10 (+0) | 10 (+0) |
Senses Passive Perception 10
Languages Common, Goblin, Celestial
Attacks Melee +3 / 1d8+1, Ranged +2 / 1d8+0, Grapple +3
Possessions: Just what you see.
Aldous Stapleton, Male Human [Permalink]
Personal [hide]
Description: This tall, slender man wears professional attire. His hair, while still mostly white, has prominent grey streaks. His otherwise smooth face is marked with small tiny scars.
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 takes great joy in being the best Guard in town.
History: Aldous was born into a poor family. Growing up, he dreamt of becoming a Fighter, to bring honor to his family’s name. When he came of age, he applied for a position with his town's local guard, looking to work his way up via merit and eventually become a Fighter in service of a powerful lord somewhere. Since his mother passed away years ago, his father 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 became a plane-shifter, and is stopping over on this plane for a brief visit.
Motivation: A need for knowledge about a nearby landmark.
Ideals: Joker. Bonds: Attractive, Job, Poor, Adventurer. Occupation: Guard
Voice: Indian accent
Attributes [hide]
Medium (6'6") Human, Neutral Evil (CR 4)
Armor Class 11
Hit Points 36 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 13 (+1) | 14 (+2) | 7 (-2) | 14 (+2) | 13 (+1) |
Senses Passive Perception 12
Languages Common
Attacks Melee +2 / 1d10+0, Ranged +3 / 1d10+1, Grapple +1
Possessions: 100 gp.
Henry Axton, Male Human [Permalink]
Personal [hide]
Description: A hulking man with gigantic muscles, he wears loose pants and a collared shirt complete with sweater beneath his coat. His blonde hair is lengthy. His eyes are likewise hazel. His teeth are yellowed and unaligned.
Personality: He shows great sympathy to all travelers. He's the type to buy drinks and listen to their stories. He seeks to pay back kindness whenever he gets the chance. Whether it be in the form of unwanted serenades or the latest gossip he always seeks to do solids for his friends.
History: Henry lived on a farm with his father, near the main road leading to a nearby town. His parents divorced when he was young, and his father gained full cudstody. He was regularly beaten by his father, who blamed him for driving them apart. He used his abilities to travel the world and help people.
Motivation: A need for knowledge about a nearby landmark; and he has passion for adventuring and risk
Ideals: Philantrophist. Flaws: Ugly, Antagonistic. Bonds: Family, Adventurer. Occupation: Masseuse
Voice: pre-pubescent
Attributes [hide]
Medium (5'8") Human, Neutral Good (CR 3)
Armor Class 11
Hit Points 26 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 13 (+1) | 15 (+2) | 11 (+0) | 14 (+2) | 9 (-1) |
Senses Passive Perception 12
Languages Common
Attacks Melee +2 / 1d8+0, Ranged +3 / 1d8+1, Grapple +2
Possessions: 400 gp.
Wymar Hallewell, Male Human [Permalink]
Personal [hide]
Description: He is in excellent shape and wears a shirt and pants that are bristling with pockets overflowing with maps, compasses, and other navigational equipment. His auburn hair is still thick. He has a tattooed face.
Personality: Confrontational and typically high on some drug or another. To his fellows he is seen as friendly and intelligent, but is angry and unforgiving to the so called fatcats and any who do and have associated with them.
History: Trained by his mother for as long as he can remember he had it drilled in his head that it was his duty to serve his country. He took after his mother in leading caravans. Because they were valued, his mother taught him to defend himself. When his mother died while fighting gnolls, the young Wymar began to lead the lost caravan. Days after completing his studies, news broke out that his hometown was attacked by gnolls. Wymar was horrified and prayed that his father was alright. However, he heard that his father had died fighting off the gnolls.
Motivation: He wants revenge against gnolls; and wants to work out more often
Ideals: Entrepeneur, Athletic. Flaws: Addict. Bonds: Enemies, Military. Occupation: Assassin
Voice: Speaks with a cold
Attributes [hide]
Medium (6'1") Human, Lawful Good (CR 3)
Armor Class 9
Hit Points 31 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 8 (-1) | 17 (+3) | 11 (+0) | 12 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common
Attacks Melee +2 / 1d8+0, Ranged +1 / 1d8-1, Grapple +0
Possessions: 100 gp. An abacus with copper, silver and gold markers (110 gp). Carved harp of exotic wood with ivory inlay and zircon gems (400 gp).
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Their contribution stands as a beacon of hope for all adventurers!
