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Advanced [show]


Sapply Fiddlefen, Male Gnome [Permalink]

Personal [hide]

Description: A plain young-adult man, he wears dull white sweaters, loose yellow pants, and alligator leather shoes. Beneath his sweater he keeps a concealed bow, just in case. His blonde hair is braided into rings. His gray eyes dart from person to person.

Personality: He has schizophrenia that causes him to hear things that aren't there and will sometimes respond to them. He spends most of his days drinking in the Inn, the rowdiest and most dangerous establishment in town. There he gambles, wrestles and listens to stories told by travelers.

History: From birth he was tutored by a cruel and relentless mentor. When he came of age, he joined a caravan that would eventually take him to the capital. He would practice along the way and, when he arrived, be apprenticed to a Glassblower. He has gone from town to town till he finds a spot where he can set up a sustainable business.

Motivation: To prove his worth to the world; and he has passion for adventuring and risk

Flaws: Disease, Impulsive. Bonds: Adventurer, Mentor, Job. Occupation: Glassblower

Voice: Sleepy voice

Attributes [hide]

Sapply Fiddlefen, Male Gnome Fighter 2
Small (3'6") Gnome, Chaotic Neutral (CR 2)
Armor Class 11
Hit Points 19 (2d10)
Speed 20 ft.
STRDEXCONINTWISCHA
7 (-2)10 (+0) 15 (+2)10 (+0) 14 (+2)13 (+1)
Skills Perception +4, Religion +2
Senses Passive Perception 12
Languages Common, Gnome
Attacks Melee +0 / 1d6-2, Ranged +2 / 1d6+0, Grapple +0

Possessions: 290 gp.


Social Check DCs


Gale Moon, Male Tabaxi [Permalink]

Personal [hide]

Description: A man with a calm yet intense air about him, he is wearing dark clothing and a heavy breastplate, keeping many of his physical features obscured. His long yellow fur is drawn into a two foot long braid. He wears round tiny glasses practically rammed into his face.

Personality: He tends to agree with only himself unless someone else's opinion sounds like he can profit from it. He tries to control his temper but he can't always stop himself from what he feels what must be done. He can see the true alignment of people by looking at them, and uses this to pass judgement.

History: A studious child he never was much for a social life, not because he was unlikable, but because he did not seek it out. His father disappeared, and while he tried to raise money to find his father, he was betrayed dozens of times. He knows his nephew is from a royal line that had remained secret for centuries, but promised not to tell anyone. So far, no-one knows but him.

Motivation: Doesn't want to be a Gardener and was forced into it by his family.

Ideals: Gifted. Flaws: Antagonistic. Bonds: Family, Rich. Occupation: Gardener

Voice: Jittery and nervous

Attributes [hide]

Gale Moon, Male Tabaxi Commoner 4
Medium (5'9") Tabaxi, Neutral Evil (CR 4)
Armor Class 11
Hit Points 17 (4d4)
Speed 30 ft.
STRDEXCONINTWISCHA
17 (+3)12 (+1) 13 (+1)14 (+2) 12 (+1)10 (+0)
Skills Acrobatics +3, Athletics +5
Senses Passive Perception 11
Languages Common, Sylvan, Celestial
Attacks Melee +5 / 1d10+3, Ranged +3 / 1d10+1, Grapple +5

Possessions: 400 gp. Moonstone (80 gp). Tiger eye turquoise (8 gp). 1 Masterwork Musical instrument. 1 Healer’s kit. 1 Healer’s kit. 1 Good lock.


Social Check DCs


Thamuz Open, Male Tiefling [Permalink]

Personal [hide]

Description: He is typically in his Fortune-teller uniform. He carries with him a set of greataxes on his belt, each one with a emerald on the hilt. His dark red hair is heavily combed to the right. His face is feral with sharp distinguishing features. His spectacle hidden eyes are a deep black.

Personality: He is irascible and easily irritated. He invites people to come help in his community garden.

History: Thamuz was born in the south. At a young age he loved to build and create. Through the years after Thamuz was born, his mother became increasingly distant from his family, instead choosing to pursue power in the south. Thamuz's mother didn't care for him much, and the feeling was mutual. He struck the Fortune-teller job and began his own company from there.

Motivation: He'd like to take his coworkers down a peg.

Ideals: Fighting, Philantrophist, Persistence. Flaws: Antagonistic. Bonds: Job. Occupation: Fortune-teller

Voice: Jittery and nervous

Attributes [hide]

Thamuz Open, Male Tiefling Cleric 1
Medium (5'8") Tiefling, Lawful Neutral (CR 1)
Armor Class 11
Hit Points 9 (1d8)
Speed 30 ft.
STRDEXCONINTWISCHA
16 (+3)13 (+1) 13 (+1)15 (+2) 17 (+3)17 (+3)
Skills Insight +5, Medicine +5
Senses Passive Perception 13
Languages Common, Infernal, Celestial
Attacks Melee +5 / 1d4+3, Ranged +3 / 1d4+1, Grapple +3
DC 0 1st2nd3rd4th5th6th7th8th9th
Spell /Day1331000000

Possessions: 160 gp.


Social Check DCs


Naal Galanodel, Male Elf [Permalink]

Personal [hide]

Description: He is renowned for his bright black suits and hats. He is bristling with hidden weapons, mostly pickaxes and shortbows. His long chestnut hair is drawn into a two foot long braid. He has brown eyes.

Personality: A grumpy guy he will invite people to lunch so he can critique them. Yet he still seems generally likeable, like a lovable grump. 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: When he was but 4 years old his parents immigrated from the north. He was an apprentice working in his father's forge. Recently he has begun working with bootleggers and crooks.

Motivation: Sabotage a competitor; and he has decided he is irredeemable

Ideals: Philantrophist, Justice. Flaws: Antagonistic. Bonds: Criminal record, Immigrant, Job. Occupation: Stylist

Voice: Rolls R's

Attributes [hide]

Naal Galanodel, Male Elf Barbarian 3
Medium (4'10") Elf, Chaotic Neutral (CR 3)
Armor Class 14
Hit Points 23 (3d12)
Speed 30 ft.
STRDEXCONINTWISCHA
12 (+1)18 (+4) 9 (-1)12 (+1) 13 (+1)14 (+2)
Skills Insight +3, Survival +3
Senses Passive Perception 11
Languages Common, Elven, Auran
Attacks Melee +3 / 1d8+1, Ranged +6 / 1d8+4, Grapple +4

Possessions: 300 gp. 1 Masterwork Common Melee. 1 Masterwork Common Melee.


Social Check DCs


Fargrim Gorunn, Male Dwarf [Permalink]

Personal [hide]

Description: Wearing a closed helm and plate, one would not know what he was had he not made sure his armor was more form fitting than normal. Outside of the suit he wears a tattered pair of loose blue pants, a matching torn shirt, and a visible pair of similar condition same color briefs. His long blonde hair is drawn into a two foot long braid. His gray eyes lackadaisically let the world flow into them.

Personality: He fancies himself a trickster and likes to rely on his wits to carry the day. He cares for his older siblings and likes to be recognized by them. A true patriot, Fargrim would do anything for his country. He is fiercely protective of his fellow citizens and foreign allies.

History: Born to a poor family in the city he treasured whatever gifts he got. His father was supposedly a charlatan fortune teller, but he insists his father was legitimate. By chance he met his sister recently and the two have been together since.

Motivation: To reunite with his absent mother.

Bonds: Poor, Family, Military, Religious. Occupation: Armorer

Voice: Draws out vowels

Attributes [hide]

Fargrim Gorunn, Male Dwarf Expert 8
Medium (4'2") Dwarf, Lawful Neutral (CR 8)
Armor Class 13
Hit Points 55 (8d6)
Speed 20 ft.
STRDEXCONINTWISCHA
14 (+2)16 (+3) 14 (+2)13 (+1) 9 (-1)12 (+1)
Skills Nature +4, Sleight of Hand +6
Senses Passive Perception 9
Languages Common, Dwarven, Giant
Attacks Melee +5 / 2d10+2, Ranged +6 / 2d10+3, Grapple +3

Possessions: 1600 gp. Pink pearl (150 gp). Tiger eye turquoise (16 gp). Chalcedony (70 gp). Tiger eye turquoise (16 gp). Rock crystal (70 gp). Onyx (70 gp).


Social Check DCs

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