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Advanced [show]


Gomory Winthrop, Male Human [Permalink]

Personal [hide]

Description: He typically wears blue cloth garments or leather armor. His skin is fair and his fingers are delicate and long. His red hair is cut short. His face possesses mild wrinkles. His smile is extraordinarily sincere though he does not smile often.

Personality: He is intelligent and cunning, but he will too often allow his rage to get the better of him. He will lose his cool and rely on brute force to carry the day. He disdains his fellow westerners, claiming they make him look unintelligent just for using an accent.

History: Gomory lived on a farm with his mother, near the main road leading to a nearby town. He struck it rich when he found rare goods in large quantities. He has been saving his money to try and buy his sister's freedom.

Motivation: His religion dominates his actions; and he has a rivalry with the church that dominates his actions

Flaws: Antagonistic. Bonds: Immigrant, Family, Rich, Religious. Occupation: Mason

Voice: pre-pubescent

Attributes [hide]

Gomory Winthrop, Male Human Adept 4
Medium (5'3") Human, Lawful Good (CR 4)
Armor Class 12
Hit Points 25 (4d6)
Speed 30 ft.
STRDEXCONINTWISCHA
17 (+3)15 (+2) 14 (+2)10 (+0) 13 (+1)11 (+0)
Skills Acrobatics +4, Persuasion +2
Senses Passive Perception 11
Languages Common
Attacks Melee +5 / 1d10+3, Ranged +4 / 1d10+2, Grapple +3
DC 0 1st2nd3rd4th5th6th7th8th9th
Spell /Day113200

Possessions: 600 gp. Alexandrite (700 gp). Carnelian (40 gp). Chalcedony (40 gp). 1 Minor magic item.


Social Check DCs


Robert Staurheim, Male Human [Permalink]

Personal [hide]

Description: He stands about 5'3" and wears a white top hat and white clothes. His left leg appears badly burned and disfigured. He has styled his silver hair well, parting it to the left. His eyes are a pleasant brown.

Personality: Here is a man who knows he is the smartest in the room. He talks down to others constantly. He seeks to pay back kindness whenever he gets the chance. Whether it be in the form of unwanted serenades or the latest gossip he always seeks to do solids for his friends.

History: He was raised in a desert tribe. 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. Robert took refuge in the old dungeon and found the beat up sickle and armor he uses now. He has gone from town to town till he finds a spot where he can set up a sustainable business.

Motivation: Someone believes him a fraud; and sabotage a competitor

Ideals: Impeccable, Philantrophist. Bonds: Nature, Job, Enemies. Occupation: Guard

Voice: pre-pubescent

Attributes [hide]

Robert Staurheim, Male Human Monk 6
Medium (5'3") Human, Lawful Good (CR 6)
Armor Class 13
Hit Points 55 (6d8)
Speed 30 ft.
STRDEXCONINTWISCHA
7 (-2)17 (+3) 16 (+3)7 (-2) 11 (+0)16 (+3)
Skills Acrobatics +6, Intimidation +6
Senses Passive Perception 10
Languages Common
Attacks Melee +1 / 2d6-2, Ranged +6 / 2d6+3, Grapple +6

Possessions: 30000 cp. Fire opal (1500 gp).


Social Check DCs


Anselm Ainsworth, Male Human [Permalink]

Personal [hide]

Description: This malnourished man is wearing colorful clothing, dressed as a Marshal. His golden hair is heavily combed to the left. His blue eyes peer out from beneath his top yellow hat.

Personality: Friendly and accommodating he would invite many more into his home than his spouse would be comfortable with if they did not express concern about it. He does not believe in violence as a means to an end. He is a dedicated Marshal but believes his peers are too gung-ho.

History: Born to a Slave Trader, his father struggled to pay the bills. 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 was recently attacked on the road and savagely beaten by bandits.

Motivation: An old rival family wants him found.

Ideals: Philantrophist, Pacifist. Flaws: Insane, Ugly. Bonds: Poor, Family. Occupation: Marshal

Voice: Laughs frequently while speaking

Attributes [hide]

Anselm Ainsworth, Male Human Fighter 5
Medium (6'1") Human, Chaotic Good (CR 5)
Armor Class 13
Hit Points 44 (5d10)
Speed 30 ft.
STRDEXCONINTWISCHA
10 (+0)17 (+3) 15 (+2)11 (+0) 14 (+2)10 (+0)
Skills Medicine +5, Sleight of Hand +6
Senses Passive Perception 12
Languages Common
Attacks Melee +3 / 2d4+0, Ranged +6 / 2d4+3, Grapple +3

Possessions: 700 gp. Red spinel (80 gp). Rhodochrosite (9 gp).


Social Check DCs


Anthony Langley, Male Human [Permalink]

Personal [hide]

Description: He is of a modest build and height, but he carries himself more imposing than he is. He wears a brown armored body suit, with a simple green line shooting up and back down. His long blonde hair is drawn into a two foot long braid. He was beautiful and young once, which still shows through his age, but it is a faded beauty.

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. He works hard and plays hard.

History: He was born blind and as such lacked many opportunities for work. 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 north. He hopes to save up enough money to one day pay a cleric to cure him.

Motivation: Doesn't want to be a Stableman and was forced into it by his family; and to unite with his sister

Flaws: Hedonist, Disease. Bonds: Attractive, Family. Occupation: Stableman

Voice: Mousy voice

Attributes [hide]

Anthony Langley, Male Human Paladin 5
Medium (6'3") Human, Neutral Good (CR 5)
Armor Class 10
Hit Points 51 (5d10)
Speed 30 ft.
STRDEXCONINTWISCHA
15 (+2)10 (+0) 16 (+3)11 (+0) 16 (+3)12 (+1)
Skills Athletics +5, Stealth +3
Senses Passive Perception 13
Languages Common
Attacks Melee +5 / 2d4+2, Ranged +3 / 2d4+0, Grapple +3
DC 0 1st2nd3rd4th5th6th7th8th9th
Spell /Day1400000

Possessions: 700 gp. Black pearl (900 gp). Violet garnet (900 gp). 1 Minor magic item.


Social Check DCs


Conrad Blyth, Male Human [Permalink]

Personal [hide]

Description: He is constantly adorned with expensive silk clothing, often dyed in bright white and tan, and wears rings and necklaces with large, colorful gems. His tied-back hair is red. He wears round tiny glasses practically rammed into his face.

Personality: He misses his glory days as an athlete. He does not mind his job, but it is boring in comparison. A true patriot, Conrad would do anything for his country. He is fiercely protective of his fellow citizens and foreign allies.

History: He is a Hag in disguise. A few years later when the north was not economically sound they moved to his current location. 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: His name or reputation has been wronged in the past by orcs, and he desires to right it; and a deep hatred of orcs

Ideals: Athletic. Bonds: Rich, Military, Adventurer, Immigrant, Enemies. Occupation: Mercenary

Voice: Boston accent

Attributes [hide]

Conrad Blyth, Male Human Aristocrat 4
Medium (5'4") Human, Lawful Good (CR 4)
Armor Class 11
Hit Points 26 (4d8)
Speed 30 ft.
STRDEXCONINTWISCHA
13 (+1)12 (+1) 13 (+1)13 (+1) 12 (+1)13 (+1)
Skills Arcana +3, Persuasion +3
Senses Passive Perception 11
Languages Common, Terran
Attacks Melee +3 / 1d10+1, Ranged +3 / 1d10+1, Grapple +1

Possessions: 300 gp. 1 Minor magic item.


Social Check DCs

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