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Advanced [show]


Geoffrey Pinkerton, Male Human [Permalink]

Personal [hide]

Description: A man of a pale complexion, he wears light armors faded through time and improper care. He wears a broad hat to hide his balding. His eyes are green and he is always smoking a pipe.

Personality: He cares much about the opinion of others, both in good and in bad: when keeping in line with his opinion, he thinks highly of the other person, but when opinions clash, he can get violently argumentative. Geoffrey is a bit of a follower. Usually he is manipulated by his sisters into helping them out, but recently he has become more of a free agent.

History: Born in the north to a Scribe, Geoffrey learned a great deal about his mother's area of expertise. After coming to the age of reason, Geoffrey took it upon himself to study the necromantic arts in their entirety; because of this, he was labeled a dark omen and banished from his homeland. He has gone from town to town till he finds a spot where he can set up a sustainable business.

Motivation: His spouse's relatives view him with great suspicion; and find a way to reverse the transformation of his sister

Ideals: Opinionated, Gifted. Bonds: Family, Job. Occupation: Scribe

Voice: Jamaican accent

Attributes [hide]

Geoffrey Pinkerton, Male Human Rogue 3
Medium (5'2") Human, Neutral Good (CR 3)
Armor Class 13
Hit Points 16 (3d6)
Speed 30 ft.
STRDEXCONINTWISCHA
14 (+2)17 (+3) 15 (+2)13 (+1) 11 (+0)17 (+3)
Skills History +3, Medicine +2
Senses Passive Perception 10
Languages Common, Draconic
Attacks Melee +4 / 1d8+2, Ranged +5 / 1d8+3, Grapple +3

Possessions: 19000 cp.


Social Check DCs


Patrick Snape, Male Human [Permalink]

Personal [hide]

Description: He wears a yellow collared shirt and green pants. He accessorizes with a black scarf around the waist and a strap diagonally across his shirt. He has a moderate pudge and is not very fit. His hair is red and curly. His face is covered beneath a completely black helmet.

Personality: He hates illithids. He views them as having robbed his home of its proper glory. 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: Heir to a fortune, his parents put a great deal of effort into curing his disease. Cursed with lycanthropy at a very young age, Patrick has worked very hard to control his curse. Days after completing his studies, news broke out that his hometown was attacked by illithids. Patrick was horrified and prayed that his father was alright. However, he heard that his father had died fighting off the illithids.

Motivation: To reunite with his old friends; and he desires power and/or immortality

Flaws: Disease. Bonds: Enemies, Adventurer, Rich. Occupation: Shoemaker

Voice: Speaks like tongue is numb

Attributes [hide]

Patrick Snape, Male Human Monk 3
Medium (5'9") Human, Chaotic Good (CR 3)
Armor Class 8
Hit Points 15 (3d8)
Speed 30 ft.
STRDEXCONINTWISCHA
14 (+2)7 (-2) 13 (+1)9 (-1) 11 (+0)9 (-1)
Skills Animal Handling +2, Stealth +0
Senses Passive Perception 10
Languages Common
Attacks Melee +4 / 1d8+2, Ranged +0 / 1d8-2, Grapple +2

Possessions: 400 gp.


Social Check DCs


Miles Haley, Male Human [Permalink]

Personal [hide]

Description: This exceptionally lanky man sports grey clothing, slightly heavier than average wear. His feathered hat is riddled with cuts and holes. His gray eyes show the wear and tear of someone lonely with a great burden to carry.

Personality: He is enamored with his job. He loves it. He likes the challenge and he likes helping those less fortunate than him. Miles enjoys physical pleasures, and is well known for his love of warm baths in the hot springs near the town.

History: His mother raised him in a mountain cabin. When he was little, his rather wealthy family often ventured across the desert to a summer home near a old dungeon. He would wander through that old dungeon 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 desert due to the painful memories there. Miles took refuge in the old dungeon and found the beat up longsword and armor he uses now. He inherited the family business which he has now maintained for 12 years.

Motivation: Balancing his hectic life and new Engraver responsibilities is difficult; and he is unsatisfied with his job

Ideals: Fighting. Flaws: Ugly, Hedonist. Bonds: Job, Nature. Occupation: Engraver

Voice: Mousy voice

Attributes [hide]

Miles Haley, Male Human Adept 3
Medium (5'8") Human, Neutral Good (CR 3)
Armor Class 9
Hit Points 25 (3d6)
Speed 30 ft.
STRDEXCONINTWISCHA
12 (+1)9 (-1) 18 (+4)12 (+1) 12 (+1)10 (+0)
Skills Persuasion +2, Religion +3
Senses Passive Perception 11
Languages Common, Dwarven
Attacks Melee +3 / 1d8+1, Ranged +1 / 1d8-1, Grapple +1
DC 0 1st2nd3rd4th5th6th7th8th9th
Spell /Day11320

Possessions: 100 pp. 1 Masterwork Uncommon Weapon.


Social Check DCs


Heward Norton, Male Human [Permalink]

Personal [hide]

Description: He wears long strands of emerald and short green dresses (or suits) accompanied by the proper stockings and shoes, with gloves of varying lengths. He is portly but not overly obese. His hair is short and chestnut. His voice is smooth and creepy, always level, but somehow just slightly unnerving.

Personality: He is almost excessively polite to everyone, even when angry. More though he will beg to come along on any journeys. He will attempt to stowaway on any ship he can in the hopes that it will get him further away.

History: He was born into a rich family. He inherited a moderately successful company from his father. Under his leadership it has flourished, and using capital from his venture he effectively owns an entire region. He now mingles about in high society.

Motivation: Several ex partners dislike his way of doing things and want revenge.

Flaws: Insane, Shy. Bonds: Rich, Slave, Enemies. Occupation: Banker

Voice: Adds syll-ab-les for em-pha-sis

Attributes [hide]

Heward Norton, Male Human Cleric 5
Medium (5'8") Human, Chaotic Good (CR 5)
Armor Class 14
Hit Points 29 (5d8)
Speed 30 ft.
STRDEXCONINTWISCHA
10 (+0)19 (+4) 15 (+2)13 (+1) 11 (+0)14 (+2)
Skills Nature +4, Persuasion +5
Senses Passive Perception 10
Languages Common, Elven
Attacks Melee +3 / 2d4+0, Ranged +7 / 2d4+4, Grapple +4
DC 0 1st2nd3rd4th5th6th7th8th9th
Spell /Day1153

Possessions: 30000 cp. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.


Social Check DCs


Odo Wallace, Male Human [Permalink]

Personal [hide]

Description: A stocky lighter skinned man, he wears loose pants and a collared shirt complete with sweater beneath his coat. His hair is cut close to his head. He has amber eyes and a brown hat with a red feather.

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 believes the world needs to unite to get rid of giants once and for all.

History: Born in the west to a Jeweler, Odo learned a great deal about his father's area of expertise. Being born in the west, he completed his medical training abroad so as to avoid the war. He returned after the war having achieved medical proficiency. He was a general practitioner in the west for years, until he, through no fault of his own, lost a patient who had a very powerful family. Rather than risk reprisal he made his way east. He has gone from town to town till he finds a spot where he can set up a sustainable business.

Motivation: He seems to be bored by most things; and revenge

Flaws: Shy, Mundane. Bonds: Enemies, Job, Family. Occupation: Jeweler

Voice: Mousy voice

Attributes [hide]

Odo Wallace, Male Human Aristocrat 5
Medium (5'6") Human, Lawful Good (CR 5)
Armor Class 11
Hit Points 32 (5d8)
Speed 30 ft.
STRDEXCONINTWISCHA
14 (+2)12 (+1) 11 (+0)6 (-2) 15 (+2)10 (+0)
Skills Deception +3, Performance +3
Senses Passive Perception 12
Languages Common
Attacks Melee +5 / 2d4+2, Ranged +4 / 2d4+1, Grapple +2

Possessions: 200 gp.


Social Check DCs

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