Guy Ryland, Male Human [Permalink]
Personal [hide]
Description: He is in excellent shape and wears a green tunic with grey highlights, and long blue pants that bunch up around his shoes. His black hair is kept up in a ponytail inside a top hat. He has several tiny ruby earrings on each ear.
Personality: He dislikes all the random violence that takes place in the east. Flattery will make him almost putty in your hands.
History: Guy was raised in a hard working conservative environment. His parents died when he was young, and he was unceremoniously dumped in the city orphanage. Guy grew up in the orphanage, tormented by the older kids and famished from lack of food. To avoid death by starvation, most orphans take to a life of crime or prostitution (often both), and so did Guy. He now owns his own business.
Motivation: He has comitted a past crime that haunts him to this day; and he is a bit of a kleptomaniac
Ideals: Athletic, Pacifist. Flaws: Selfish. Bonds: Rich, Job, Criminal record. Occupation: Miller
Voice: Spits words with contempt
Attributes [hide]
Medium (5'0") Human, Chaotic Evil (CR 3)
Armor Class 13
Hit Points 18 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 17 (+3) | 13 (+1) | 12 (+1) | 13 (+1) | 15 (+2) |
Senses Passive Perception 11
Languages Common, Halfling
Attacks Melee +1 / 1d8-1, Ranged +5 / 1d8+3, Grapple +4
Possessions: 17000 cp. Tiger eye turquoise (8 gp). Rose (40 gp). Malachite (8 gp).
Guy Ryland, Male Human [Permalink]
Personal [hide]
Description: His right side is far more bruised and cut up than his other. He wears tattered old clothes. His chestnut hair is cut short with large spiked bangs in the front. His eyes are hazel and beady.
Personality: Overbrimming with self-confidence, Guy isn't afraid of most anything. He has a strong dislike to people who do not believe in Human unity. He has a hair trigger and will fly into rage over the tiniest perceived slights.
History: A child with a great deal of painting talent his parents made sure he got the chance to thrive. His necromantic abilities were realized during a raid on his village. He was granted necromantic powers by his dying brother.
Motivation: Nothing but the best is good enough for him; and he's repulsed by the pc
Ideals: Impeccable, Artistic, Gifted. Flaws: Ugly, Antagonistic. Occupation: Barkeep
Voice: Jittery and nervous
Attributes [hide]
Medium (5'0") Human, Lawful Evil (CR 3)
Armor Class 11
Hit Points 24 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 13 (+1) | 13 (+1) | 13 (+1) | 12 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common, Gnoll
Attacks Melee +4 / 1d8+2, Ranged +3 / 1d8+1, Grapple +4
Possessions: 12000 cp. 3 Tanglefoot bags.
Godfrey Barney, Male Human [Permalink]
Personal [hide]
Description: He appears as an extremely gaunt Human, and stands approximately 6'5". He wears a grey wide-brimmed hat and grey clothes, and his gloved hand is found clutching a morningstar. He has moderate length red hair. He has a dull look in his blue eyes.
Personality: While he acts the brute, he is far gentler than he would appear. He is a thrill seeker, he laughs at people and throws down challenges. He is highly competitive and combative.
History: Born the oldest of a large religious northern family, he was no stranger to responsibility. He was part of a huge silver rush, which was taken over by a mining company. The company confiscated a lot of silver, but the shipment was lost. He now spends his time doing works of charity.
Motivation: He has a rivalry with the Church that dominates his actions; and he's repulsed by the pc
Ideals: Fighting, Philantrophist. Flaws: Antagonistic. Bonds: Adventurer, Religious. Occupation: Shepherd
Voice: Low and grunting
Attributes [hide]
Medium (6'5") Human, True Neutral (CR 3)
Armor Class 11
Hit Points 22 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 12 (+1) | 13 (+1) | 13 (+1) | 8 (-1) | 10 (+0) |
Senses Passive Perception 9
Languages Common, Infernal
Attacks Melee +1 / 1d8-1, Ranged +3 / 1d8+1, Grapple +1
Possessions: 2900 sp.
Anselm Weld, Male Human [Permalink]
Personal [hide]
Description: This man wears well tailored suits and hats with beautiful decoration. He is almost always dressed for an outing in high society. He is muscular with a powerful set of arms. He is bald on top and has large chestnut tufts of hair around his ears. He has several tiny sapphire earrings on each ear.
Personality: He has a massive crush on the younger sibling of the Gardener who has hired him part-time. He uses divination through singing.
History: The child of a Slave Trader, who enjoyed hunting, Anselm was taken on many hunting expeditions. Over the years he perfected his riding and shooting skills. He bought a sickle and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: He wants to get laid.
Ideals: Gifted. Flaws: Ugly. Bonds: Rich, Has a crush, Nature. Occupation: Gardener
Voice: Draws out vowels
Attributes [hide]
Medium (6'1") Human, Lawful Evil (CR 3)
Armor Class 12
Hit Points 36 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 15 (+2) | 18 (+4) | 12 (+1) | 12 (+1) | 10 (+0) |
Senses Passive Perception 11
Languages Common, Auran
Attacks Melee +5 / 1d8+3, Ranged +4 / 1d8+2, Grapple +3
Possessions: 8000 cp. 1 Masterwork Common Melee. 1 Masterwork Common Ranged Weapon. 1 Masterwork Common Ranged Weapon.
John Gracey, Male Human [Permalink]
Personal [hide]
Description: What flesh remains visible is marred by burns. He wears a pastel shirt, with a grey mid length shorts with grey tights and flats, usually wearing a coat over them. His red hair is singed and shortened. His eyes are hazel and beady.
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 Tanner profession.
History: He grew up in a lower middle class home, but living comfortably wasn't enough. When he was little, his rather wealthy family often ventured across the desert to a summer home near a large cave. He would wander through that large cave and adventure through it for days. One day while adventuring a terrible storm took place and he was stranded inside. His family spent the next few days looking for him, and could only assume he was dead when it came time to leave. The family never returned to the desert due to the painful memories there. John took refuge in the large cave and found the beat up crossbow and armor he uses now. He struck the Jeweler job and began his own company from there.
Motivation: To end his boredom; and to find somewhere to settle down
Ideals: Joker. Flaws: Ugly, Mundane. Bonds: Job, Nature. Occupation: Jeweler
Voice: High pitched, excited
Attributes [hide]
Medium (6'4") Human, Lawful Evil (CR 3)
Armor Class 10
Hit Points 24 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 11 (+0) | 13 (+1) | 14 (+2) | 9 (-1) | 11 (+0) |
Senses Passive Perception 9
Languages Common, Ignan, Auran
Attacks Melee +4 / 1d8+2, Ranged +2 / 1d8+0, Grapple +2
Possessions: 300 gp.
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