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Veit Hammerstone, Male Dwarf [Permalink]

Personal [hide]

Description: He usually wears his green robe and has his ceremonial dagger always slung over his shoulder. He has a slight overbite and is overall scrawny. His hair is short and silver. His green eyes dart from person to person.

Personality: He is curt in most of his responses. He prefers to keep his word usage to a minimum to avoid giving away unnecessary information. He is motivated by money and will often try and persuade people to work for cheap. He haggles over everything, upselling his goods and buying cheap. He is persistent in everything.

History: A powerful necromancer made him what he is. He took after his father in leading caravans. Because they were valued, his father taught him to defend himself. When his father died while fighting goblins, the young Veit began to lead the lost caravan. He remains aloof and afraid to be himself due to all the ideals others have placed upon him.

Motivation: A strong sense of loyalty to Dwarven people; and his name or reputation has been wronged in the past by goblins, and he desires to right it

Ideals: Entrepeneur. Flaws: Shy, Racist. Bonds: Mentor, Enemies. Occupation: Scribe

Voice: Soft and melodious

Attributes [hide]

Veit Hammerstone, Male Dwarf Wizard 2
Medium (4'1") Dwarf, True Neutral (CR 2)
Armor Class 12
Hit Points 15 (2d4)
Speed 20 ft.
STRDEXCONINTWISCHA
11 (+0)15 (+2) 19 (+4)11 (+0) 9 (-1)15 (+2)
Skills Medicine +1, Nature +2
Senses Passive Perception 9
Languages Common, Dwarven
Attacks Melee +2 / 1d6+0, Ranged +4 / 1d6+2, Grapple +2
DC 0 1st2nd3rd4th5th6th7th8th9th
Spell /Day1042

Possessions: 10000 cp.


Social Check DCs


Thomas Tewksbury, Male Human [Permalink]

Personal [hide]

Description: He wears a tight fitting yellow shirt and pants. His brown hair is thinning but still full. Judging by the bloodshot nature of his eyes and the massive bags underneath them one would imagine he has not slept for days.

Personality: He considers himself the protector of his home. He feels this is his duty and calling. He is kind towards other men and children and will generally offer men help without question. Others will generally need to prove themselves to him.

History: He served in the navy to pay for his family's outstanding loans. In his youth he was part of a gang. He got caught, but did not rat out his comrades and served his time in prison. Being a Knight kept his interest for a while, but then he became depressed and bored. So he turned to a secret life of crime, taking increasingly more risks and challenges.

Motivation: He has decided he is irredeemable; and he feels that his past leaves him morally obligated to help

Ideals: Philantrophist. Flaws: Insomniac. Bonds: Guardian, Military, Criminal record. Occupation: Knight

Voice: Smooth and feminine

Attributes [hide]

Thomas Tewksbury, Male Human Ranger 1
Medium (6'2") Human, Neutral Evil (CR 1)
Armor Class 13
Hit Points 8 (1d8)
Speed 30 ft.
STRDEXCONINTWISCHA
15 (+2)16 (+3) 11 (+0)14 (+2) 13 (+1)13 (+1)
Skills History +4, Intimidation +3
Senses Passive Perception 11
Languages Common, Elven, Celestial
Attacks Melee +4 / 1d4+2, Ranged +5 / 1d4+3, Grapple +3
DC 0 1st2nd3rd4th5th6th7th8th9th
Spell /Day110000

Possessions: 400 sp. Obsidian (6 gp).


Social Check DCs


Goroth Warwick, Male Half-Orc [Permalink]

Personal [hide]

Description: He is of a modest build and height, but he carries himself more imposing than he is. He dresses in blue turtlenecks beneath a pastel coat with brown slacks. His blonde hair is knotted and matted. His violet eyes show the wear and tear of someone lonely with a great burden to carry.

Personality: He can speak with the recently deceased. He has zero loyalty and will suck up to whomever is within range, in the hopes of being moved to a better position.

History: The child of a Slave Trader, who enjoyed hunting, Goroth was taken on many hunting expeditions. When he was little, his rather wealthy family often ventured across the island 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 island due to the painful memories there. Goroth took refuge in the ruined castle and found the beat up nunchaku and armor he uses now. He got away from his former life and has fallen to alcoholism.

Motivation: He's repulsed by the PC; and he is terrified, and will act out of fear

Ideals: Gifted. Flaws: Fearful, Addict, Antagonistic. Bonds: Nature. Occupation: Weaver

Voice: Aggressive tone

Attributes [hide]

Goroth Warwick, Male Half-Orc Wizard 2
Medium (5'2") Half-Orc, Chaotic Good (CR 2)
Armor Class 12
Hit Points 4 (2d4)
Speed 30 ft.
STRDEXCONINTWISCHA
15 (+2)15 (+2) 8 (-1)8 (-1) 16 (+3)10 (+0)
Skills Arcana +1, Persuasion +2
Senses Passive Perception 13
Languages Orc
Attacks Melee +4 / 1d6+2, Ranged +4 / 1d6+2, Grapple +2
DC 0 1st2nd3rd4th5th6th7th8th9th
Spell /Day9

Possessions: 1000 cp.


Social Check DCs


Bertram Royal, Male Human [Permalink]

Personal [hide]

Description: He is a husky man, who wears a worn and beaten armor. He wears his hair in dreadlocks. He wears crescent spectacles with a black brim.

Personality: He misses his glory days as an athlete. He does not mind his job, but it is boring in comparison. He is terrible with names forgetting people's names several times before they finally stick; this causes him no end of embarrassment.

History: Gifted from a young age, Bertram studied abroad. He was an apprentice working in his father's forge. He ran away from his former home and has been making his living as a Assassin for the past few years.

Motivation: He wants nothing more than to rejoin the army; and he'd like to take his coworkers down a peg

Ideals: Athletic, Gifted. Flaws: Forgetful. Bonds: Job, Military. Occupation: Assassin

Voice: Switch between two voices

Attributes [hide]

Bertram Royal, Male Human Bard 1
Medium (5'0") Human, Neutral Evil (CR 1)
Armor Class 14
Hit Points 7 (1d6)
Speed 30 ft.
STRDEXCONINTWISCHA
12 (+1)18 (+4) 12 (+1)13 (+1) 15 (+2)11 (+0)
Skills Intimidation +2, Sleight of Hand +6
Senses Passive Perception 12
Languages Common, Terran
Attacks Melee +3 / 1d4+1, Ranged +6 / 1d4+4, Grapple +4
DC 0 1st2nd3rd4th5th6th7th8th9th
Spell /Day112000

Possessions: Just what you see.


Social Check DCs


Seebo Miggledy, Male Gnome [Permalink]

Personal [hide]

Description: This man is armored in gleaming platemail with gilded edges. A flowing brown cape and mantle trimmed with soft red waves gently in the breeze. He has a penchant for wearing a ring with an oversized jet on his right hand. His hair is blonde, silky, and of moderate length. His fierce green eyes like to dwell on things.

Personality: He has two modes he varies between. On the job he is cold, steely and emotionless. Off the job he is a party animal. He takes great pride in his work and is very well organized. His planner is full of calendar events.

History: Born in a small village he learned the ways of the warrior from his mother. He has had some formal poetry training, and achieved minor success. He has built up a small fortune and can afford his own way.

Motivation: Balancing his hectic life and new Seamstress responsibilities is difficult.

Ideals: Fighting, Artistic. Bonds: Rich, Attractive, Job. Occupation: Seamstress

Voice: Sounds elderly

Attributes [hide]

Seebo Miggledy, Male Gnome Commoner 4
Small (3'6") Gnome, Neutral Good (CR 4)
Armor Class 13
Hit Points 17 (4d4)
Speed 20 ft.
STRDEXCONINTWISCHA
8 (-1)14 (+2) 12 (+1)9 (-1) 12 (+1)16 (+3)
Skills History +1, Perception +3
Senses Passive Perception 13
Languages Gnome
Attacks Melee +1 / 1d10-1, Ranged +4 / 1d10+2, Grapple +2

Possessions: 31000 sp.


Social Check DCs

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