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Advanced [show]


Ernest Hadley, 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 simple red robe with grey stripes complete with hood. His white hair is unkempt and raggedy. His eyes are likewise amber.

Personality: He's a bit of a prankster. He knows he is clumsy and seen as such and will often feign amnesia after injury. He loves his children and doesn't want them to worry about him. He loves to share his painting with anyone who is interested.

History: Born to a Laborer, his mother struggled to pay the bills. Being born in the east, 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 east 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 south. When his spouse passed he lost his only source of income but claims to his sons to still be retired.

Motivation: Find a way to reverse the transformation of his brother; and wants to raise his children well

Ideals: Joker, Artistic. Flaws: Ugly. Bonds: Poor, Family. Occupation: Brewer

Voice: Mousy voice

Attributes [hide]

Ernest Hadley, Male Human Ranger 4
Medium (6'2") Human, Lawful Good (CR 4)
Armor Class 7
Hit Points 20 (4d8)
Speed 30 ft.
STRDEXCONINTWISCHA
9 (-1)4 (-3) 10 (+0)17 (+3) 13 (+1)15 (+2)
Skills Animal Handling +3, Performance +4
Senses Passive Perception 11
Languages Common, Elven, Giant, Aquan
Attacks Melee +1 / 1d10-1, Ranged -1 / 1d10-3, Grapple -1
DC 0 1st2nd3rd4th5th6th7th8th9th
Spell /Day110000

Possessions: 600 gp. 1 Minor magic item.


Social Check DCs


Gilbert Hartford, Male Human [Permalink]

Personal [hide]

Description: He is generally shirtless and showing off his tattooed chest. He carries with him a set of scythes, each one with a aquamarine on the hilt. He only wears one on his belt and the other on his back. His white hair is well kept and his bushy mustache is tapered upwards at the ends. He has several tiny aquamarine earrings on each ear.

Personality: He loves justice and goodness and right action. Anyone who does not fulfill this criteria perfectly will no doubt get a lecture from him. He is the most sanctimonious self-righteous Human in existence. He is afraid of women and trembles around them

History: Born to a pair of adventurers, Gilbert grew up listening to his mother's many stories. His first spouse was a Assassin, they had one son, but his spouse won total custody. Without his spouse to temper him he grew out of control. He is searching for what he claims is his rightful reward.

Motivation: An old rival family wants him found; and he's looking for his big break

Ideals: Fighting, Justice. Flaws: Shy. Bonds: Rich, Adventurer, Family. Occupation: Sailor

Voice: Uses lots of figures of speech

Attributes [hide]

Gilbert Hartford, Male Human Cleric 4
Medium (6'2") Human, Chaotic Good (CR 4)
Armor Class 13
Hit Points 20 (4d8)
Speed 30 ft.
STRDEXCONINTWISCHA
11 (+0)16 (+3) 12 (+1)11 (+0) 15 (+2)10 (+0)
Skills Acrobatics +5, Stealth +5
Senses Passive Perception 12
Languages Common
Attacks Melee +2 / 1d10+0, Ranged +5 / 1d10+3, Grapple +5
DC 0 1st2nd3rd4th5th6th7th8th9th
Spell /Day12532000

Possessions: Cloth of gold vestments (120 gp). Carved harp of exotic wood with ivory inlay and zircon gems (1200 gp). Carved harp of exotic wood with ivory inlay and zircon gems (1200 gp).


Social Check DCs


Trym Wellington, Male Human [Permalink]

Personal [hide]

Description: Relatively heavier built than your average man, he is not imposing. He wears just a grey suit. His chestnut hair is unkempt and raggedy. His ears are large.

Personality: He has schizophrenia that causes him to hear things that aren't there and will sometimes respond to them. He is always in debt, since he spends his money on lavish parties and gifts for friends

History: He was born the only child of a wealthy merchant. When money was particularly tight he was walking through alleys when he overheard a Bellfounder hiring some criminals to sabotage a competitor. He made his way to the other competitor and parlayed his knowledge into a job. He hopes to save up enough money to one day pay a cleric to cure him.

Motivation: To prove his worth to the world.

Ideals: Entrepeneur. Flaws: Ugly, Disease, Impulsive. Bonds: Poor. Occupation: Bellfounder

Voice: Sensual and smooth

Attributes [hide]

Trym Wellington, Male Human Fighter 3
Medium (6'4") Human, Neutral Good (CR 3)
Armor Class 9
Hit Points 23 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
13 (+1)9 (-1) 9 (-1)14 (+2) 13 (+1)11 (+0)
Skills Investigation +4, Medicine +3
Senses Passive Perception 11
Languages Common, Gnome, Halfling
Attacks Melee +3 / 1d8+1, Ranged +1 / 1d8-1, Grapple +1

Possessions: 2700 sp.


Social Check DCs


Ernest Churchill, Male Human [Permalink]

Personal [hide]

Description: Dark and lean, he is a relatively plain man. He is dressed in a clean blue cloak covering his clean studded leather. His hair is red and very short. His eyes are hazel and catlike.

Personality: His voice, at times compared to that of a Nymph, lambasts those who consider themselves "civilized" with snide, belittling remarks; the subtle growl he speaks with growing louder in doing so, one can find it most pronounced, despite the otherwise natural purity of his tone. He is obsessed with finding treasure.

History: Born to a pair of adventurers, Ernest grew up listening to his mother's many stories. He was taken as a slave by a traveling circus and forced to perform During his travels, Ernest and his party rested in a cavern that was (unknown to them) infused with powerful dark magic. Upon awakening, Ernest discovered the rest of his party dead, transformed into horrible, mindless undead versions of their former selves. Ernest fled the cavern, stopping for breath at a small pool, and only then realizing his own horrible transformation.

Motivation: He has passion for adventuring and risk; and a strong sense of loyalty to human people

Flaws: Cynical, Disease, Racist. Bonds: Adventurer, Slave. Occupation: Courier

Voice: Pronounces 'its' and 'is' like 'eats' and 'ease'

Attributes [hide]

Ernest Churchill, Male Human Ranger 3
Medium (6'4") Human, Neutral Good (CR 3)
Armor Class 11
Hit Points 18 (3d8)
Speed 30 ft.
STRDEXCONINTWISCHA
10 (+0)12 (+1) 13 (+1)8 (-1) 16 (+3)11 (+0)
Skills Deception +2, Insight +5
Senses Passive Perception 13
Languages Common
Attacks Melee +2 / 1d8+0, Ranged +3 / 1d8+1, Grapple +1
DC 0 1st2nd3rd4th5th6th7th8th9th
Spell /Day1300000

Possessions: 2200 sp.


Social Check DCs


Robert Cooper, Male Human [Permalink]

Personal [hide]

Description: He appears as an extremely gaunt Human, and stands approximately 5'1". He wears a robe, a symbol of the sun god around his neck, and a longbow on his belt, and his gloved hand is found clutching a longbow. His hair, while still mostly silver, has prominent grey streaks. His face is scarred and worn.

Personality: Confrontational and typically high on some drug or another. To his fellows he is seen as friendly and intelligent, but is angry and unforgiving to the so called fatcats and any who do and have associated with them.

History: A powerful wizard made him what he is. His parents were killed by goblins in a raid when he was still a young child. The goblins captured him, and made him a slave and general play-thing. He was beaten and tortured regularly, leading to his deformed appearance. He got away from his former life and has fallen to alcoholism.

Motivation: Someone believes him a fraud; and to fight the greatest warriors and to fight in the greatest battles ever

Ideals: Fighting. Flaws: Ugly, Addict. Bonds: Enemies, Mentor. Occupation: Brewer

Voice: Hissing voice

Attributes [hide]

Robert Cooper, Male Human Warrior 7
Medium (5'1") Human, Neutral Good (CR 7)
Armor Class 12
Hit Points 54 (7d10)
Speed 30 ft.
STRDEXCONINTWISCHA
15 (+2)15 (+2) 15 (+2)10 (+0) 11 (+0)13 (+1)
Skills Animal Handling +3, Deception +4
Senses Passive Perception 10
Languages Common
Attacks Melee +5 / 2d8+2, Ranged +5 / 2d8+2, Grapple +2

Possessions: 60 pp. 1 Minor magic item.


Social Check DCs

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