Anselm Yeardley, Male Human [Permalink]
Personal [hide]
Description: He wears clothing that is held on in multiple layers but all of it is in poor condition. He keeps his brown hair in a pixie cut. He was beautiful and young once, which still shows through his age, but it is a faded beauty.
Personality: He is witty, but his monotone delivery comes off as unnerving He will pursue extreme courses of action in the short term, confident that they cannot fail.
History: He was born at the edge of vast desert. When he was little, his rather wealthy family often ventured across the desert to a summer home near a ruined castle. He would wander through that ruined castle 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. Anselm took refuge in the ruined castle and found the beat up club and armor he uses now. He bought a club and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: To prove his worth to the world; and he wants to meet his childhood hero
Ideals: Joker. Flaws: Impulsive. Bonds: Poor, Attractive, Nature. Occupation: Mortician
Voice: Russian accent
Attributes [hide]
Medium (6'0") Human, Chaotic Evil (CR 4)
Armor Class 12
Hit Points 31 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 15 (+2) | 14 (+2) | 12 (+1) | 12 (+1) | 11 (+0) |
Senses Passive Perception 11
Languages Common, Celestial
Attacks Melee +2 / 1d10+0, Ranged +4 / 1d10+2, Grapple +2
Possessions: Just what you see.
Trey Springfield, Male Human [Permalink]
Personal [hide]
Description: He is a paragon of his species. He is larger and stronger than most Humans. His skin is light but he possesses many brown ritualistic tattoos. He wears rags and sports a simple walking cane. His head has been shaved. He wears an eyepatch.
Personality: He is quiet and unassuming. He ignores others and carries on with his job unassumingly. He enjoys reading and quiet.
History: He served in the navy to pay for his family's outstanding loans. When Trey reached his early adolescence his Human father passed away. Feeling disconnected from the small nearby village afterwards, he decided to travel. His rounds led him into the Army with a few individuals who would become his life-long companions. He ran away from his former home and has been making his living as a Sage for the past few years.
Motivation: Wants to open a new tavern; and he's looking for his big break
Ideals: Logical. Flaws: Ugly. Bonds: Poor, Job, Adventurer, Military. Occupation: Sage
Voice: Middle-eastern accent
Attributes [hide]
Medium (5'6") Human, Chaotic Good (CR 4)
Armor Class 12
Hit Points 19 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 15 (+2) | 9 (-1) | 15 (+2) | 10 (+0) | 16 (+3) |
Senses Passive Perception 10
Languages Common, Abyssal, Halfling
Attacks Melee +5 / 1d10+3, Ranged +4 / 1d10+2, Grapple +3
Possessions: Alexandrite (800 gp). 1 Masterwork manacles.
Arnold Staurheim, Male Human [Permalink]
Personal [hide]
Description: He appears as an extremely gaunt Human, and stands approximately 5'6". He wears a fancy yellow suit, and his gloved hand is found clutching a falchion. He keeps his chestnut hair in a pixie cut. He has gleaming, smiling gray eyes.
Personality: Here is a man who knows he is the smartest in the room. He talks down to others constantly. 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: Arnold hails from a village terrorized by illithids. His parents died when he was young, and he was unceremoniously dumped in the city orphanage. Arnold 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 Arnold. When he grew older, he became a bit more civilized, usually hanging around bars and taverns. He began work as a mercenary for hire. He would embark on any mission as long as the price was right.
Motivation: He made a deal with a demon which lead to his current lot in life, and he's becoming increasingly nervous about it; and he has comitted a past crime that haunts him to this day
Ideals: Impeccable. Bonds: Attractive, Enemies, Criminal record, Adventurer, Debt. Occupation: Brewer
Voice: Laughs frequently while speaking
Attributes [hide]
Medium (5'6") Human, Chaotic Neutral (CR 3)
Armor Class 13
Hit Points 19 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 17 (+3) | 13 (+1) | 7 (-2) | 14 (+2) | 10 (+0) |
Senses Passive Perception 12
Languages Common
Attacks Melee +4 / 1d8+2, Ranged +5 / 1d8+3, Grapple +3
Possessions: 300 gp.
Charles Shelley, Male Human [Permalink]
Personal [hide]
Description: An imposing man with a heavy stainless steel prosthetic left hand, he wears a weathered and beat up set of banded mail beneath an oversized blue coat. His blonde hair is still thick. His eyes are likewise hazel.
Personality: He is quite rude, and likes to deride his opponents skill and shout insults at them. He does not believe in violence as a means to an end. He is a dedicated Shipwright but believes his peers are too gung-ho.
History: He was raised happily, as a normal child born to his mother and father. His mother taught him the rudiments of the Shipwright arts, while his father instructed him in etiquette, music and courtly manner. He has chosen to use the inheritance that was left to him frivolously. After a long history of fighting, Charles and his spouse have recently divorced.
Motivation: He is greedy; and money/treasure
Ideals: Pacifist. Flaws: Antagonistic. Bonds: Rich. Occupation: Shipwright
Voice: High pitched and raspy
Attributes [hide]
Medium (5'9") Human, Lawful Evil (CR 4)
Armor Class 12
Hit Points 21 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 14 (+2) | 13 (+1) | 17 (+3) | 16 (+3) | 7 (-2) |
Senses Passive Perception 13
Languages Common, Giant, Gnoll, Druidic
Attacks Melee +2 / 1d10+0, Ranged +4 / 1d10+2, Grapple +2
Possessions: 18000 cp. 1 Half-Plate. 1 Darkwood Shield.
Rolf Graeme, Male Human [Permalink]
Personal [hide]
Description: He very much looks the part of a Miner. His red hair is thinning but still full. He wears a mask on his face.
Personality: He has always had a great fascination with Human culture. He is however nostalgic and wants to reunite with his old comrades. He has some compunction and patriotism and will work for the government before all other clients.
History: Rolf was born in the north. At a young age he loved to build and create. A gifted student he started as a Crown-heir, but he got bored and became a Miner. He has since married many spouses, only to have them die. He claims to not be responsible.
Motivation: Wants to open a new tavern; and expand his business
Ideals: Persistence. Flaws: Racist. Bonds: Job, Adventurer, In love. Occupation: Miner
Voice: Adds syll-ab-les for em-pha-sis
Attributes [hide]
Medium (5'10") Human, Neutral Evil (CR 4)
Armor Class 12
Hit Points 26 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 14 (+2) | 10 (+0) | 13 (+1) | 16 (+3) | 14 (+2) |
Senses Passive Perception 13
Languages Common, Goblin
Attacks Melee +1 / 1d10-1, Ranged +4 / 1d10+2, Grapple +2
Possessions: 100 gp. Moonstone (30 gp). Blue quartz (6 gp). Deep blue spinel (1200 gp).
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