Considering the impending assault in conjunction with their need to buy time for the witches' work to open the door, he knew this was about surviving the storm and holding the line. Glaaki had the numbers, and Kray knew that however deep the enemy body count got, it wouldn't be enough. The task at hand was about enduring, not killing.
I've got 2 spare javelins. The archer type woman is good to go. I'll give her 5 extra arrows. If we hand off our spare javelins to the ladies they can attack from range or poking from second rank. I say we just distribute our pool evenly to the fighters.
Kray Mercon
link to main character sheet & group stats
Vitals
Combat Proficiency Setting (+3 available): Attack Bonus +0 / AC +3
AC: 20 (base 18) + (0-3 from set Combat Proficiency)
HP: 50/50
Status Effects: None
Death Saves: +0/-0
Initiative: +5
Hit Dice: 2/4 Fighter, 1/1 Barbarian
Weapons and Armor
Equipped
Armor: None
Right Hand: Yatagan / Attack Bonus: (DEX 5) + (0-3 Combat Proficiency) / Damage: (1d8+5)
Left Hand: Medium Shield AC+2
Carried
Falcata / Attack Bonus: (DEX 5) + (0-3 Combat Proficiency) / Damage (1d6+0 Left Handed)
Gaerimundi Knife / Attack Bonus: (DEX 5) + (0-3 Combat Proficiency) / Damage: (1d4+5)
Dagger / Attack Bonus: (DEX 5) + (0-3 Combat Proficiency) / Damage: (1d4+5)
Bow / Attack Bonus: (DEX 5+Archery 2) + (0-3 Combat Proficiency)
Quiver: Long Bow (10/10 arrows--recover? hit /miss / Damage: (1d8+5)
Tcho-Tcho Spear Guns: Javelins x0 -----They suffer -5 on Range ratings (both for normal and long range) when used above water. They gain a +5 on Range ratings (both for normal and long range) when used underwater.
When used underwater, they do not suffer Disadvantage if fired within 5'.
When used underwater, Critical Hits deliver an additional die of damage (though modifiers not added for a third time) and the victim's Movement Rate is reduced by 1/2 during its next turn.

Tactics
Refresh rest times noted in parentheses
Maneuvers: 4/4 (short rest)
---d8: Parry, Precision Attack, Rally
Action Surge: 1/1 (short rest)
Second Wind: 1/1 (short rest)
Lucky: 1/3 (long rest)
Rage: 1/2 (long rest)
Fighting Style Archery: Ranged Attacks +2
Commitment to Contract: 0/2
---Allows a mercenary PC to choose to gain Advantage on an Attack Roll, Damage Roll, Ability Check, or Saving Throw of his choice, before or after a normal roll result is visible. 1/day at 1st level, 2/day at 5th level, 3/day at 10th level.
Saving Throws
Brown text indicates proficiency
Strength: +4
Dexterity: +8
Constitution: +6
Intelligence: 0
Wisdom: 0
Charisma:+3
Feats
Observant: Read lips
Lucky: 3 re-rolls per day (see Tactics above)
Resilient: DEX save proficiency
Ability Score Increase: DEX +2
Skills
Brown text indicates proficiency
Acrobatics +5
Animal Handling +0
Arcana +0
Athletics +4
Deception +6
History +0
Insight +0
Intimidation +6
Investigation +5 (Passive 15)
Medicine +0
Nature +0
Perception +8 (Passive 18)
Performance +3
Persuasion +6
Religion +0
Sleight Of Hand +5
Stealth +8 (Passive 17)
Survival +0
Tool Proficiency
Cartography
Dice
Languages
Yuoric - Native/Literate
Dannein - Fluent
Gaeirmundi - Fluent
Kortellan - Intermediate