Bertram Royal, Male Human [Permalink]
Personal [hide]
Description: This fat southern man has a bulbous nose and wears dull green sweaters, loose tan pants, and alligator leather shoes. Beneath his sweater he keeps a concealed spear, just in case. His skin is also unnaturally pale. He keeps his long auburn hair kept up in a rat tail. His hazel unseeing eyes seem to look past you.
Personality: Bertram hangs on like a leech to those who appreciate him. It was this clingy personality that held back his music career. He also has developed a complete distrust of the Layabout profession.
History: Born in the south to a Engraver, Bertram learned a great deal about his mother's area of expertise. His mother was a mechanic, and taught him how to fix just about anything. He now owns his own business.
Motivation: He is unsatisfied with his job; and wants to open a new tavern
Ideals: Artistic, Persistence. Flaws: Ugly, Disease. Bonds: Job. Occupation: Engraver
Voice: Irish accent
Attributes [hide]
Medium (5'8") Human, Chaotic Neutral (CR 4)
Armor Class 10
Hit Points 31 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 10 (+0) | 16 (+3) | 11 (+0) | 10 (+0) | 12 (+1) |
Senses Passive Perception 10
Languages Common
Attacks Melee +3 / 1d10+1, Ranged +2 / 1d10+0, Grapple +2
Possessions: 400 gp. A necklace of small pink pearls (1000 gp). Solid gold idol (1100 gp).
Roger Cornish, Male Human [Permalink]
Personal [hide]
Description: He is lean but muscular and typically wears a sleeveless long coat of deep grey leather and dull green iron scale mail. His silver hair is still thick. His face is scarred and worn.
Personality: He is quiet and anti-social and can barely make it a few minutes in conversation before his hampering stammer kicks in. He plays an instrument quite well.
History: His parents moved while he was still in utero so he is the first generation to be born here. After coming to the age of reason, Roger took it upon himself to study the arcane arts in their entirety; because of this, he was labeled a dark omen and banished from his homeland. He was granted arcane powers by his dying sister.
Motivation: To protect his home; and wants his loneliness to end
Ideals: Artistic, Gifted. Flaws: Ugly, Shy. Bonds: Immigrant. Occupation: Masseuse
Voice: Laughs frequently while speaking
Attributes [hide]
Medium (6'4") Human, Lawful Neutral (CR 3)
Armor Class 10
Hit Points 16 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
6 (-2) | 11 (+0) | 8 (-1) | 13 (+1) | 6 (-2) | 14 (+2) |
Senses Passive Perception 8
Languages Common, Elven
Attacks Melee +0 / 1d8-2, Ranged +2 / 1d8+0, Grapple +0
Possessions: 20 pp.
Gunter Dayton, Male Human [Permalink]
Personal [hide]
Description: A 5'9" northern man, he likes to wear black tank tops with brown pants. His golden hair is braided into rings. His skin is flawless and his hazel eyes scan people very quickly.
Personality: He is always cheerful, even with a hangover, and is always willing to go through all sorts of trouble to help his friends. He considers everything a fun event and doesn't hold grudges. He uses divination through singing.
History: Gunter was born in the north. At a young age he loved to build and create. He couldn't stand his childhood mentor and eventually formed a pact with his mentor's previously failed apprentice to rebel. When their plan failed the mentor lashed out against both of them and fled. Since then, he has sought to make the best of life.
Motivation: Retire the richest man in the north; and his religion dominates his actions
Ideals: Optimist, Gifted, Persistence. Bonds: Attractive, Mentor. Occupation: Gardener
Voice: German accent
Attributes [hide]
Medium (5'9") Human, Chaotic Good (CR 3)
Armor Class 13
Hit Points 22 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 16 (+3) | 14 (+2) | 14 (+2) | 11 (+0) | 13 (+1) |
Senses Passive Perception 10
Languages Common, Goblin, Dwarven
Attacks Melee +4 / 1d8+2, Ranged +5 / 1d8+3, Grapple +3
Possessions: 18000 cp. Hematite (14 gp).
Hunter Tenley, Male Human [Permalink]
Personal [hide]
Description: He wears tight fighting clothing, which leaves very little to the imagination. His hair is greying and his face has many wrinkles. His green eyes peer out from beneath his wide-brimmed black hat.
Personality: Cocky and sure of himself, he believes he is the best Cartwright born in the past three hundred years. Animals are drawn to him, and he is able to talk to them.
History: Gifted from a young age, Hunter studied abroad. As a young adult he joined a group advocating for an improvement in Human conditions. He is untrained/undisciplined, which makes him dangerous.
Motivation: To fight the greatest warriors and to fight in the greatest battles ever; and wants to open a new tavern
Ideals: Fighting, Gifted. Flaws: Racist, Insane. Bonds: Job. Occupation: Cartwright
Voice: Pirate accent
Attributes [hide]
Medium (5'8") Human, Lawful Neutral (CR 4)
Armor Class 13
Hit Points 45 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 16 (+3) | 16 (+3) | 7 (-2) | 14 (+2) | 14 (+2) |
Senses Passive Perception 12
Languages Common
Attacks Melee +4 / 1d10+2, Ranged +5 / 1d10+3, Grapple +3
Possessions: 30000 sp. 1 Masterwork Musical instrument. 1 Disguise kit. 1 Spyglass. 1 Hourglass.
Roland Kimberley, Male Human [Permalink]
Personal [hide]
Description: He is a mite stocky and wears a fancy grey suit. He wears his blonde hair down. He wears large thick round spectacles.
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 often prim and proper but will on occasion tell either really disgusting or offensive jokes, which seem out of character.
History: When he was but 3 years old his parents immigrated from the west. 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. Recently he has begun working with bootleggers and crooks.
Motivation: He's repulsed by the PC; and he has comitted a past crime that haunts him to this day
Ideals: Disciplined, Joker. Flaws: Antagonistic. Bonds: Attractive, Immigrant, Criminal record. Occupation: Fortune-teller
Voice: Speaks in third person
Attributes [hide]
Medium (5'5") Human, Chaotic Evil (CR 5)
Armor Class 13
Hit Points 36 (5d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 16 (+3) | 14 (+2) | 10 (+0) | 10 (+0) | 10 (+0) |
Senses Passive Perception 10
Languages Common
Attacks Melee +3 / 2d4+0, Ranged +6 / 2d4+3, Grapple +3
Possessions: 1 Masterwork Uncommon Weapon. 1 Masterwork Common Melee. 1 Masterwork Common Melee. 1 Masterwork Common Ranged Weapon.
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Their contribution stands as a beacon of hope for all adventurers!
