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Advanced [show]


Frederick Enfield, Male Human [Permalink]

Personal [hide]

Description: This man wears a robe, a symbol of the sun god around his neck, and a kukri on his belt, and sports empty pouches on his belt. He has a small bristly mustache and wavy silver hair. His eyes are blue and catlike.

Personality: He is almost excessively polite to everyone, even when angry. He refers to his adoptive father for almost all things he is unsure about, which are numerous. He is very much still a child and has not developed a drive for self-dependency.

History: He was born to a pair of big game hunters, but was frequently ill as a child. He went to a religious school and was inspired by the priests there in charitable deeds. He hopes to save up enough money to one day pay a cleric to cure him.

Motivation: Marry his brother to traveling adventurers.

Ideals: Fighting. Flaws: Shy, Disease. Bonds: Family, Religious. Occupation: Bookbinder

Voice: Pronounces O like U

Attributes [hide]

Frederick Enfield, Male Human Adept 5
Medium (5'4") Human, Chaotic Good (CR 5)
Armor Class 10
Hit Points 18 (5d6)
Speed 30 ft.
STRDEXCONINTWISCHA
9 (-1)10 (+0) 8 (-1)9 (-1) 11 (+0)15 (+2)
Skills Insight +3, Perception +3
Senses Passive Perception 13
Languages Common
Attacks Melee +2 / 2d4-1, Ranged +3 / 2d4+0, Grapple +0
DC 0 1st2nd3rd4th5th6th7th8th9th
Spell /Day1132

Possessions: 400 gp.


Social Check DCs


Everard Shirley, Male Human [Permalink]

Personal [hide]

Description: He wears professional attire. He carries a battered monstrous two handed axe and tarnished sai as well. His chestnut hair is greying along the sides and has receded to reveal a widow's peak. He wears large thick round spectacles.

Personality: In the realm of puns, he cannot help himself. He feels obliged to make them. Energy wise he seems alert and responsive.

History: He was raised in a white middle class family as the only child. His spouse left him for another, whom he beat to an almost bloody pulp. He did not win them back, but he came to a realization. To get what you want from life, you must take it. Recently a tribe of orcs attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Everard fought at the side of some of the regions greatest heroes but was never overshadowed.

Motivation: He seems to be bored by most things; and to fight the greatest warriors and to fight in the greatest battles ever

Ideals: Fighting, Joker, Professionalism. Flaws: Mundane. Bonds: Attractive. Occupation: Knight

Voice: Raspy

Attributes [hide]

Everard Shirley, Male Human Adept 3
Medium (6'5") Human, Lawful Good (CR 3)
Armor Class 11
Hit Points 11 (3d6)
Speed 30 ft.
STRDEXCONINTWISCHA
10 (+0)13 (+1) 10 (+0)13 (+1) 16 (+3)16 (+3)
Skills Acrobatics +3, Sleight of Hand +3
Senses Passive Perception 13
Languages Common, Aquan
Attacks Melee +2 / 1d8+0, Ranged +3 / 1d8+1, Grapple +3
DC 0 1st2nd3rd4th5th6th7th8th9th
Spell /Day13320000

Possessions: 400 gp. 1 Masterwork Uncommon Weapon. 1 Masterwork Common Melee. 1 Masterwork Common Ranged Weapon.


Social Check DCs


Thomas Dudley, Male Human [Permalink]

Personal [hide]

Description: He is well dressed, constantly wearing a blue suit, green shirt, and pastel tie. He wears a wide-brimmed hat to hide his balding. He has a dull look in his brown eyes.

Personality: He is filled with cunning. He likes to feign weakness letting people think he is weak. He would rather hide behind his crafts than deal with other people.

History: Born in the north his family was never financially stable. When he was little, his rather wealthy family often ventured across the island to a summer home near a large cave. He would wander through that large cave 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. Thomas took refuge in the large cave and found the beat up shortbow and armor he uses now. He guards a vault combo very seriously as well as the key needed to open it.

Motivation: He is greedy; and a need for knowledge about a nearby landmark

Ideals: Artistic. Flaws: Secretive, Shy. Bonds: Poor, Nature. Occupation: Ruler

Voice: Voice breaks

Attributes [hide]

Thomas Dudley, Male Human Rogue 3
Medium (5'7") Human, Neutral Good (CR 3)
Armor Class 11
Hit Points 16 (3d6)
Speed 30 ft.
STRDEXCONINTWISCHA
8 (-1)12 (+1) 13 (+1)8 (-1) 13 (+1)15 (+2)
Skills Investigation +1, Stealth +3
Senses Passive Perception 11
Languages Common
Attacks Melee +1 / 1d8-1, Ranged +3 / 1d8+1, Grapple +1

Possessions: 1000 sp. Obsidian (6 gp). Pink pearl (40 gp). Red spinel (40 gp). 1 Magnifying glass. 1 Hourglass.


Social Check DCs


Wymar Hallewell, Male Human [Permalink]

Personal [hide]

Description: A well shaped man just over fifty, he prefers to wear red pants and tee shirts. He wears a deerstalker hat to cover his moderate length golden hair. His green eyes show the wear and tear of someone lonely with a great burden to carry.

Personality: Quiet and reserved he prefers to listen than to talk. He will nod occasionally and communicate nonverbally. He is cautious and jumpy. He reacts to every sound and lacks any concept of subtlety.

History: He was raised happily, as a normal child born to his mother and father. His mother taught him the rudiments of the Carpenter 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. He spent several years traveling with his friend, before both settled down to enjoy the fruits of their adventures.

Motivation: Wants to have a good time and be beloved; and to reunite with his old friends

Ideals: Optimist. Flaws: Shy, Fearful. Bonds: Rich, Adventurer. Occupation: Carpenter

Voice: growls and snarls, animalistic

Attributes [hide]

Wymar Hallewell, Male Human Sorcerer 4
Medium (6'0") Human, Neutral Good (CR 4)
Armor Class 9
Hit Points 9 (4d4)
Speed 30 ft.
STRDEXCONINTWISCHA
11 (+0)8 (-1) 10 (+0)12 (+1) 15 (+2)10 (+0)
Skills Athletics +2, Survival +4
Senses Passive Perception 12
Languages Common, Dwarven
Attacks Melee +2 / 1d10+0, Ranged +1 / 1d10-1, Grapple +4
DC 0 1st2nd3rd4th5th6th7th8th9th
Spell /Day11663

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


Social Check DCs


Anselm Tewksbury, Male Human [Permalink]

Personal [hide]

Description: He usually wears his green robe and has his kukri always slung over his shoulder. He has a slight overbite and is overall scrawny. His auburn hair is lengthy. He has a very pronounced jaw and large eyebrows. He wears rectangular glasses with silver brims.

Personality: He seems absolutely devoid of it. He stares off into space and will respond with overly literal and minimalist answers to questions. He is terrible with names forgetting people's names several times before they finally stick; this causes him no end of embarrassment.

History: He was born a particularly ugly child, much to the horror of his parents. His parents were killed by brigands in a raid when he was still a young child. The brigands captured him, and made him a slave and general play-thing. He was beaten and tortured regularly, leading to his deformed appearance. Days after completing his studies, news broke out that his hometown was attacked by brigands. Anselm was horrified and prayed that his father was alright. However, he heard that his father had died fighting off the brigands.

Motivation: He wants nothing more than to rejoin the army; and to find somewhere to settle down

Flaws: Mundane, Forgetful, Ugly. Bonds: Enemies, Military. Occupation: Spy

Voice: Sighs a lot, exhausted

Attributes [hide]

Anselm Tewksbury, Male Human Cleric 3
Medium (5'5") Human, Neutral Good (CR 3)
Armor Class 9
Hit Points 16 (3d8)
Speed 30 ft.
STRDEXCONINTWISCHA
15 (+2)9 (-1) 10 (+0)16 (+3) 10 (+0)13 (+1)
Skills Animal Handling +2, Medicine +2
Senses Passive Perception 10
Languages Common, Auran, Infernal, Giant
Attacks Melee +4 / 1d8+2, Ranged +1 / 1d8-1, Grapple +2
DC 0 1st2nd3rd4th5th6th7th8th9th
Spell /Day104

Possessions: 100 gp.


Social Check DCs

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