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Advanced [show]


Randal Hadlee, Male Human [Permalink]

Personal [hide]

Description: The man speaks with an almost imperceptible accent. He seems to always be the slightest bit damp as if he got out from a pool a few moments ago. He wears rags and sports a simple walking cane. His auburn hair and beard is wavy and long. His voice is smooth and creepy, always level, but somehow just slightly unnerving.

Personality: He has always had a great fascination with Human culture. He is a big fan of imagination and believes people should spend more time reading and writing.

History: Randal was born in the north. At a young age he loved to build and create. Randal was born on a far northern island where he grew up under the tutelage of his mother, an expert Spy. He left for the north, certain he would find work there.

Motivation: He is not mentally stable, and does not behave rationally.

Ideals: Logical, Persistence. Flaws: Insane, Racist. Bonds: Poor, Immigrant. Occupation: Spy

Voice: Uses sign language

Attributes [hide]

Randal Hadlee, Male Human Expert 3
Medium (5'3") Human, Lawful Good (CR 3)
Armor Class 11
Hit Points 6 (3d6)
Speed 30 ft.
STRDEXCONINTWISCHA
14 (+2)13 (+1) 7 (-2)13 (+1) 13 (+1)9 (-1)
Skills History +3, Performance +1
Senses Passive Perception 11
Languages Common, Elven
Attacks Melee +4 / 1d8+2, Ranged +3 / 1d8+1, Grapple +2

Possessions: 1500 sp.


Social Check DCs


Heward Conway, Male Human [Permalink]

Personal [hide]

Description: A hulking man with gigantic muscles, he wears tight fitting clothing which further accentuates his frame. He wears his golden hair up in a very large beehive style do. His face possesses mild wrinkles. His smile is extraordinarily sincere though he does not smile often.

Personality: He is quiet and anti-social and can barely make it a few minutes in conversation before his hampering stammer kicks in. He passes on several rewards to people in need. He makes a point to leave places better than he found them.

History: His father raised him in a mountain cabin. There was a wharf not far from home where he often wandered off to fish. He bought a morningstar and has really upped his game hunting, due to his understanding of decoy and ambush.

Motivation: Regain custody of his daughter; and his spouse's relatives view him with great suspicion

Ideals: Philantrophist. Flaws: Shy. Bonds: Attractive, Nature, Family. Occupation: Dyer

Voice: Pronounces O like U

Attributes [hide]

Heward Conway, Male Human Adept 5
Medium (5'0") Human, Neutral Good (CR 5)
Armor Class 12
Hit Points 25 (5d6)
Speed 30 ft.
STRDEXCONINTWISCHA
16 (+3)15 (+2) 13 (+1)10 (+0) 17 (+3)14 (+2)
Skills Athletics +6, Perception +6
Senses Passive Perception 16
Languages Common
Attacks Melee +6 / 2d4+3, Ranged +5 / 2d4+2, Grapple +6
DC 0 1st2nd3rd4th5th6th7th8th9th
Spell /Day14321000

Possessions: 200 gp. A miniature (3 inch) silver gauntlet, trimmed in mother-of-pearl (100 gp). A necklace of small pink pearls (1000 gp).


Social Check DCs


Gomory Merton, Male Human [Permalink]

Personal [hide]

Description: 5'1" and muscular, this eastern man prefers to wear black clothing when he does not wear armor. He is bald on top and has large red tufts of hair around his ears. His face is feral with sharp distinguishing features. His spectacle hidden eyes are a deep blue.

Personality: His tongue was cut out and he uses sign language. He has a cruel streak; something he gained from his previous mentor. He harbors resentment against his former mentor.

History: He was a bastard born out of an affair, and his mother always resented and mistreated him for it out of spite. From there he went from mercenary job to mercenary job. During his travels, Gomory and his party rested in a cavern that was (unknown to them) infused with powerful dark magic. Upon awakening, Gomory discovered the rest of his party dead, transformed into horrible, mindless undead versions of their former selves. Gomory fled the cavern, stopping for breath at a small pool, and only then realizing his own horrible transformation.

Motivation: To reunite with his old friends.

Ideals: Athletic. Flaws: Ugly, Disease, Antagonistic. Bonds: Adventurer, Mentor. Occupation: Sage

Voice: Mousy voice

Attributes [hide]

Gomory Merton, Male Human Ranger 3
Medium (5'1") Human, Chaotic Good (CR 3)
Armor Class 11
Hit Points 21 (3d8)
Speed 30 ft.
STRDEXCONINTWISCHA
13 (+1)12 (+1) 9 (-1)16 (+3) 9 (-1)11 (+0)
Skills Acrobatics +3, Religion +5
Senses Passive Perception 9
Languages Common, Druidic, Giant, Elven
Attacks Melee +3 / 1d8+1, Ranged +3 / 1d8+1, Grapple +5
DC 0 1st2nd3rd4th5th6th7th8th9th
Spell /Day9

Possessions: 90 pp. Silver-plated steel longsword with jet jewel in hilt (300 gp).


Social Check DCs


Gerald Marston, Male Human [Permalink]

Personal [hide]

Description: He is a mite stocky and wears a fancy brown suit. He has a brown handlebar mustache and slicked back brown hair. He has violet eyes.

Personality: He will rave to anyone who will listen. Only to laugh say gotcha and shoot double pistol fingers at the fooled target.

History: He comes from a rich eastern family. He struck it rich when he found rare goods in large quantities. He is searching for what he claims is his rightful reward.

Motivation: He is terrified, and will act out of fear; and he wants to meet his childhood hero

Ideals: Joker. Flaws: Insane, Fearful. Bonds: Attractive, Rich, Adventurer. Occupation: Mercenary

Voice: High pitched and raspy

Attributes [hide]

Gerald Marston, Male Human Monk 6
Medium (5'10") Human, Chaotic Good (CR 6)
Armor Class 12
Hit Points 30 (6d8)
Speed 30 ft.
STRDEXCONINTWISCHA
11 (+0)14 (+2) 10 (+0)14 (+2) 15 (+2)16 (+3)
Skills Insight +5, Sleight of Hand +5
Senses Passive Perception 12
Languages Common, Infernal, Halfling
Attacks Melee +3 / 2d6+0, Ranged +5 / 2d6+2, Grapple +2

Possessions: 500 gp. Tiger eye turquoise (9 gp).


Social Check DCs


Gerard Copeland, Male Human [Permalink]

Personal [hide]

Description: This exceptionally lanky man is dressed in a clean blue cloak covering his clean studded leather. Sporting a black mohawk and bushy mustache this man's hair draws a lot of attention. He is missing an eye and his face is severely sunburned. His one remaining eye shines green.

Personality: He is irascible and easily irritated. He lacks restraint and is impulsive. He jumps in and acts without thinking all too often.

History: Born to a pair of adventurers, Gerard grew up listening to his mother's many stories. Gerard abandoned his home at a very young age, living in the fields and plains. He survived everyday through hunting and stealing from passersby. He did whatever it took for him to survive. He hasn't been sleeping well lately.

Motivation: He desires power and/or immortality; and a need for knowledge about a nearby landmark

Flaws: Ugly, Antagonistic, Impulsive, Insomniac. Bonds: Adventurer. Occupation: Locksmith

Voice: Indian accent

Attributes [hide]

Gerard Copeland, Male Human Paladin 6
Medium (5'9") Human, Chaotic Good (CR 6)
Armor Class 12
Hit Points 54 (6d10)
Speed 30 ft.
STRDEXCONINTWISCHA
14 (+2)14 (+2) 15 (+2)9 (-1) 15 (+2)16 (+3)
Skills Athletics +5, Nature +2
Senses Passive Perception 12
Languages Common
Attacks Melee +5 / 2d6+2, Ranged +5 / 2d6+2, Grapple +2
DC 0 1st2nd3rd4th5th6th7th8th9th
Spell /Day1301000

Possessions: 200 gp. Lapis lazuli (12 gp). Star rose quartz (20 gp). Blue sapphire (500 gp). Rhodochrosite (12 gp).


Social Check DCs

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