Male human ftr 5: CR 5; Medium humanoid; Hit Dice 5d10+20; 47 hp; Init +1; Spd 30 ft. (6 squares); AC 19 (13 touch, 16 flat-footed); BAB/Grapple +5/+6; Atk +6 melee (1d6+1/19-20, short sword), or +6 melee (1d8+1/x3, lance), or +10 ranged (1d8+4/x3, +1 mighty composite longbow [+1 Str]); Full atk +6 melee (1d6+1/19-20, short sword), or +6 melee (1d8+1/x3, lance), or +8/+8 ranged (1d8+4/x3, +1 mighty composite longbow [+1 Str]); AL CE; SV Fort +8, Ref +4, Will +1; Str 12, Dex 16, Con 18, Int 12, Wis 11, Cha 11; Weight 153 lbs., Height 5ft., 9 in.
Skills and Feats: Jump +9, Handle Animal +8, Intimidate +8, Speak Language (Common, Halfling), Ride +11; Mounted Archery, Mounted Combat, Point Blank Shot, Rapid Shot, Weapon Focus (composite longbow), Weapon Specialization (composite longbow).
Possessions: 30 gp, +1 chain shirt, buckler, +1 mighty composite longbow [+1 Str], lance, short sword, 2 potions of cure light wounds, 2 tanglefoot bags, 4 bottles of alchemist's fire, military saddle, leather barding, light warhorse, 6 guard dogs.
Born in Port Hope, Wellsley Ormens joined the Surcaptain's Guard in that city at a young age. His innate talent for the arts of war soon brought him a modest degree of fortune as he rose to the rank of lieutenant in that military formation. But the young Ormens suffered increasingly from the wear and tear of his nocturnal sorties into the stews and gambling dens of Port Hope's waterfront district, and his developing problems with drink, tardiness, and poor discipline began to spill over into his performance in the Guard. Soon after, he was cashiered.
With the money he received for his commission, Wellsley packed up his belongings and headed north and east, eventually making his way to the little hamlet called Dryfangs, the last caravan stop before the long, rocky expanse of the Great Eastern Desert. There, he bought land, built a tavern, and he soon made himself indispensable in the dangerous little town because of his considerable skill as a fighter.
In truth, the power he enjoys as the top fighting man and wealthiest business owner in his new home has gone to Wellsley's head. Convinced that modest success in a backwater collection of hovels inhabited by prostitutes, thieves, and farriers constitutes proof of his great abilities, the man has become more and more egotistical, and is developing a really fine case of megalomania as he drinks himself deeper and deeper into the reach of alcoholism.
Wellsley's neighbors endure his presence now for two reasons. First, he is still very capable in discouraging rowdiness amongst caravan drovers and guardsmen who have been without female companionship, decent food, and decent ale during their long trip across the desert. Second, nobody else in town is capable of driving him off. Most adventurers find it preferable to leave the blustering tavern keeper alone because Wellsley makes himself useful to them, and his neighbors are still willing to keep town business to townsfolk.