Dean Yeardley, Male Human [Permalink]
Personal [hide]
Description: A man with a cold, calculating air about him, he wears tattered old clothes. He wears a top hat to hide his balding. His ears are large.
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 receives visions of the future at random moments
History: He was born at the edge of vast mountains. He helped his father out around the business and became quite the natural. He has gone from town to town till he finds a spot where he can set up a sustainable business.
Motivation: Wants to open a new tavern; and he is unsatisfied with his job
Ideals: Optimist, Gifted. Flaws: Ugly. Bonds: Nature, Job. Occupation: Glassblower
Voice: Old Prospector
Attributes [hide]
Medium (5'6") Human, Lawful Good (CR 3)
Armor Class 8
Hit Points 27 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 7 (-2) | 10 (+0) | 13 (+1) | 13 (+1) | 17 (+3) |
Senses Passive Perception 11
Languages Common, Ignan
Attacks Melee +3 / 1d8+1, Ranged +0 / 1d8-2, Grapple +1
Possessions: 100 pp.
Hugh Barney, Male Human [Permalink]
Personal [hide]
Description: A 5'9" southern man, he is renowned for his bright brown suits and hats. He sports a long blonde beard, and similarly colored long hair. His otherwise smooth face is marked with small tiny scars.
Personality: He is a very philanthropic person; he spends his free time working at various soup kitchens. He is however greedy and will demand payment and proof of collateral's value and will produce a merchant's scale to make sure he is not cheated out of a speck.
History: He was born the only child of a wealthy merchant. Before the accident, he was one of the most outspoken anti-Human activists. He was mortally wounded, saved by a kind and fast-acting Human doctor. He guards a vault combo very seriously as well as the key needed to open it.
Motivation: He wants random interesting trinkets and junk, hates to throw anything away; and retire the richest man in the south
Ideals: Philantrophist, Entrepeneur. Flaws: Racist, Secretive, Greedy. Occupation: Roofer
Voice: Boston accent
Attributes [hide]
Medium (5'9") Human, Neutral Good (CR 3)
Armor Class 12
Hit Points 23 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 14 (+2) | 15 (+2) | 13 (+1) | 8 (-1) | 17 (+3) |
Senses Passive Perception 9
Languages Common, Ignan
Attacks Melee +4 / 1d8+2, Ranged +4 / 1d8+2, Grapple +2
Possessions: 300 gp.
Bertram Kinsley, Male Human [Permalink]
Personal [hide]
Description: He prefers to wear flannel, and carries shortbows. He has no hair. His eyes are a pleasant violet.
Personality: He can speak with the dead, and doesn't see much difference between the living and dead. He believes the world needs to unite to get rid of dire rats once and for all.
History: Sold as a small child to a necromancer, Bertram was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. He always admired necromantic-users and wanted to develop the talent, but never had the affinity for it. He was granted necromantic powers by his dying sister.
Motivation: Someone believes him a fraud; and he wants revenge against dire rats
Ideals: Fighting, Gifted. Flaws: Ugly. Bonds: Enemies, Mentor. Occupation: Carter
Voice: Low rumbling, strings words together
Attributes [hide]
Medium (6'6") Human, Chaotic Evil (CR 3)
Armor Class 14
Hit Points 30 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 18 (+4) | 13 (+1) | 15 (+2) | 9 (-1) | 14 (+2) |
Senses Passive Perception 9
Languages Common, Terran, Undercommon
Attacks Melee +5 / 1d8+3, Ranged +6 / 1d8+4, Grapple +4
Possessions: 400 gp.
Theobald Branson, Male Human [Permalink]
Personal [hide]
Description: This northern man wears skinny pants and wears a tan and grey robe with the hood down. His clothes are grease stained in places. His red hair is cut short. His gray eyes dart around the room hyper actively observing anyone and anything.
Personality: He is quiet and anti-social and can barely make it a few minutes in conversation before his hampering stammer kicks in. Theobald enjoys physical pleasures, and is well known for his love of warm baths in the hot springs near the town.
History: He was born on a small isolated farm. He was a friend to animals and a trickster. In his defense of animals however he would do severe harm to people. He bought a rapier and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: He feels kind of lost in life; and he wants to meet his childhood hero
Flaws: Shy, Hedonist. Bonds: Poor, Immigrant, Nature. Occupation: Navigator
Voice: Boston accent
Attributes [hide]
Medium (6'5") Human, True Neutral (CR 4)
Armor Class 9
Hit Points 22 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 8 (-1) | 7 (-2) | 14 (+2) | 11 (+0) | 11 (+0) |
Senses Passive Perception 10
Languages Common, Sylvan, Ignan
Attacks Melee +1 / 1d10-1, Ranged +1 / 1d10-1, Grapple +2
Possessions: 7000 sp. Obsidian (12 gp). Blue quartz (12 gp).
Guy Bentham, Male Human [Permalink]
Personal [hide]
Description: This younger middle-aged man is dressed in a clean violet cloak covering his clean studded leather, and a wedding ring on his left hand. His hair is short and chestnut. His eyes are likewise brown. His teeth are white and perfect.
Personality: He believes there is no problem he cannot solve with sufficient elbow grease and persistence, if it is the best or most economic solution matters not. As he has aged he has sought to do reparations for his actions as a youth. He is also making sure that his compatriots who never received punishment for their crimes are brought to justice.
History: Guy was born with his father's beautiful face. 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. He used his abilities to trick people and travel the world for free.
Motivation: He possesses a valuable artifact that the thieves guild wishes to steal; and he feels that his past leaves him morally obligated to help
Ideals: Persistence, Justice. Bonds: In love, Attractive, Criminal record. Occupation: Mayor
Voice: Uses lots of figures of speech
Attributes [hide]
Medium (6'4") Human, Chaotic Evil (CR 3)
Armor Class 13
Hit Points 22 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 16 (+3) | 12 (+1) | 15 (+2) | 17 (+3) | 12 (+1) |
Senses Passive Perception 13
Languages Common, Druidic, Undercommon
Attacks Melee +3 / 1d8+1, Ranged +5 / 1d8+3, Grapple +3
Possessions: 300 gp.
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