Reynard Huxley, Male Human [Permalink]
Personal [hide]
Description: He dresses in collared shirts and wears a proper scarf over his head. He has a moderate pudge and is not very fit. His head has been shaved. His eyes are a pleasant gray.
Personality: He's a bit of a prankster. He knows he is clumsy and seen as such and will often feign amnesia after injury. His temper goes off on the smallest of things. He tends to lash out at those around him.
History: Reynard was raised in a hard working conservative environment. He was married off to the eldest child of a minor noble. His spouse died of illness and he inherited everything. He has drifted from career to career and currently works as a Miner.
Motivation: He is greedy; and he is unsatisfied with his job
Ideals: Joker. Flaws: Ugly, Antagonistic. Bonds: Job, Rich. Occupation: Miner
Voice: Speaks with squeezed throat
Attributes [hide]
Medium (5'3") Human, Neutral Evil (CR 3)
Armor Class 13
Hit Points 35 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 16 (+3) | 16 (+3) | 11 (+0) | 13 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common
Attacks Melee +4 / 1d8+2, Ranged +5 / 1d8+3, Grapple +3
Possessions: 600 sp.
Theobald Dumph, Male Human [Permalink]
Personal [hide]
Description: A stocky darker skinned man, he wears a simple burlap shirt and baggy pants. He conceals his glaive with his veritable burlap sack of a shirt. His head has been shaved. He tend to wears goggles to shield his eyes.
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 is obsessed with a lost civilization.
History: From birth he was tutored by a cruel and relentless mentor. He found a children's book about a Human Fighter who fought for good and justice and never realised it was just a child's story. He modeled his life after the story, seeing himself destined a hero. He's also a talented Guard, but doesn't like to broadcast it.
Motivation: Sabotage a competitor; and he has passion for adventuring and risk
Ideals: Joker. Flaws: Ugly. Bonds: Adventurer, Mentor, Job. Occupation: Crown-heir
Voice: Adds syll-ab-les for em-pha-sis
Attributes [hide]
Medium (6'1") Human, Neutral Evil (CR 4)
Armor Class 11
Hit Points 28 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 12 (+1) | 9 (-1) | 11 (+0) | 9 (-1) | 14 (+2) |
Senses Passive Perception 9
Languages Common
Attacks Melee +3 / 1d10+1, Ranged +3 / 1d10+1, Grapple +1
Possessions: Just what you see.
Balimaar Read, Male Human [Permalink]
Personal [hide]
Description: He is a physically imposing dark-skinned man. He wears baggy brown pantaloons and a blue scarf. His red hair is cut jaggedly and amateurishly. He wears large thick round spectacles.
Personality: He is envious of other's things. He hoards treasure, art, food, wine, and anything that he so desires. He is obsessed with his god.
History: From birth he was tutored by a cruel and relentless mentor. He moved out north to avoid the crime he committed. Being a Sailor kept his interest for a while, but then he became depressed and bored. So he turned to a secret life of crime, taking increasingly more risks and challenges.
Motivation: A strong sense of loyalty to Human people; and seeks redemption
Flaws: Greedy, Racist. Bonds: Religious, Mentor, Criminal record. Occupation: Sailor
Voice: Switch between two voices
Attributes [hide]
Medium (5'0") Human, Chaotic Neutral (CR 4)
Armor Class 9
Hit Points 22 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 9 (-1) | 11 (+0) | 16 (+3) | 10 (+0) | 10 (+0) |
Senses Passive Perception 10
Languages Common, Orc, Abyssal, Giant
Attacks Melee +2 / 1d10+0, Ranged +1 / 1d10-1, Grapple +0
Possessions: 100 gp. White pearl (140 gp).
Everard Lancaster, Male Human [Permalink]
Personal [hide]
Description: He is an average looking eastern male in his early mid-life. He wears a lot of dark rich colors, with gold accents. His chestnut hair is braided into rings. This amber eyed easterner is not easily forgotten.
Personality: He is erratic and paranoid. He believes gnolls are coming to abduct people. He spends most of his days drinking in the Inn, the rowdiest and most dangerous establishment in town. There he gambles, wrestles and listens to stories told by travelers.
History: Everard 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. When money was particularly tight he was walking through alleys when he overheard a Mayor hiring some criminals to sabotage a competitor. He made his way to the other competitor and parlayed his knowledge into a job. After a long history of fighting, Everard and his spouse have recently divorced.
Motivation: A need for knowledge about a nearby landmark; and he desires power and/or immortality
Flaws: Antagonistic. Bonds: Attractive, Enemies, Adventurer, Poor. Occupation: Mayor
Voice: Italian accent
Attributes [hide]
Medium (5'6") Human, Lawful Good (CR 4)
Armor Class 11
Hit Points 32 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 13 (+1) | 12 (+1) | 11 (+0) | 16 (+3) | 14 (+2) |
Senses Passive Perception 13
Languages Common
Attacks Melee +4 / 1d10+2, Ranged +3 / 1d10+1, Grapple +2
Possessions: 34000 sp.
Gerald Hayes, Male Human [Permalink]
Personal [hide]
Description: Relatively heavier built than your average man, he is not imposing. He wears a weathered and beat up set of banded mail beneath an oversized brown coat. He keeps his chestnut hair in a pixie cut. His gray eyes dart from person to person.
Personality: He is witty, but his monotone delivery comes off as unnerving He believes the world needs to unite to get rid of gnolls once and for all.
History: Born in the south to a Servant, Gerald learned a great deal about his father's area of expertise. Because his father participated in the massacre of their homeland, gnolls burned their ranch to the ground and forced them out. He was preparing to flee to the south, but the outbreak of war prevented him and his mother from journeying south to reunite his family. He has taken up leadership of the village's small militia in response to gnolls demanding more tribute than usual.
Motivation: Sabotage a competitor.
Ideals: Joker. Bonds: Enemies, Job, Immigrant. Occupation: Servant
Voice: Gruff and masculine
Attributes [hide]
Medium (5'6") Human, Chaotic Neutral (CR 4)
Armor Class 10
Hit Points 20 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 11 (+0) | 11 (+0) | 17 (+3) | 15 (+2) | 9 (-1) |
Senses Passive Perception 12
Languages Common, Sylvan, Halfling, Dwarven
Attacks Melee +4 / 1d10+2, Ranged +2 / 1d10+0, Grapple +2
Possessions: 100 gp. Amethyst (40 gp). Chalcedony (20 gp). Deep blue spinel (200 gp). Zircon (20 gp). 1 Masterwork Uncommon Weapon.
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