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Advanced [show]


Godfrey Kendall, Male Human [Permalink]

Personal [hide]

Description: 5'1" and muscular, this western man wears a shirt and pants that are bristling with pockets overflowing with maps, compasses, and other navigational equipment. His white hair is greasy and uncared for. His thin eyebrows rest above his beady brown eyes.

Personality: Calm and collected, he is a well trained Apothecary. Godfrey enjoys physical pleasures, and is well known for his love of warm baths in the hot springs near the town.

History: He was born the only child of a wealthy merchant. A gypsy cursed him at a young age, leading to his ugly appearance. He tends to his Apothecary job now, and dutifully fulfills any obligations he has.

Motivation: Balancing his hectic life and new Apothecary responsibilities is difficult.

Ideals: Entrepeneur, Athletic. Flaws: Ugly, Hedonist. Bonds: Job. Occupation: Apothecary

Voice: Excited and jittery

Attributes [hide]

Godfrey Kendall, Male Human Fighter 3
Medium (5'1") Human, Lawful Good (CR 3)
Armor Class 11
Hit Points 14 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
10 (+0)12 (+1) 9 (-1)10 (+0) 9 (-1)13 (+1)
Skills Acrobatics +3, Nature +2
Senses Passive Perception 9
Languages Common
Attacks Melee +2 / 1d8+0, Ranged +3 / 1d8+1, Grapple +2

Possessions: 200 gp.


Social Check DCs


Bertram Gyula, Male Human [Permalink]

Personal [hide]

Description: He tends to wear a large green jacket, and he perpetually has his scimitar ready. His hair is auburn, silky, and of moderate length. His face possesses mild wrinkles. His smile is extraordinarily sincere though he does not smile often.

Personality: Eccentric and domineering, Bertram will drive conversation. He uses his nature as a weapon; he likes to lead opponents to think him in distress.

History: Bertram hails from a village terrorized by drow. When he was little, his rather wealthy family often ventured across the island 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 island due to the painful memories there. Bertram took refuge in the old dungeon and found the beat up scimitar and armor he uses now. Days after completing his studies, news broke out that his hometown was attacked by drow. Bertram was horrified and prayed that his mother was alright. However, he heard that his mother had died fighting off the drow.

Motivation: Someone believes him a fraud.

Ideals: Fighting, Extrovert. Flaws: Secretive. Bonds: Attractive, Enemies, Nature. Occupation: Brewer

Voice: High pitched, excited

Attributes [hide]

Bertram Gyula, Male Human Fighter 3
Medium (6'3") Human, Neutral Good (CR 3)
Armor Class 11
Hit Points 22 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
10 (+0)12 (+1) 11 (+0)13 (+1) 11 (+0)10 (+0)
Skills Nature +3, Religion +3
Senses Passive Perception 10
Languages Common, Sylvan
Attacks Melee +2 / 1d8+0, Ranged +3 / 1d8+1, Grapple +1

Possessions: 70 pp. Deep green spinel (150 gp).


Social Check DCs


Balimaar Colby, 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 is wearing a tight yellow one piece outfit complete with pants, hood, and a cape. His hair is long and chestnut with streaks of golden, and is pulled back with small yellow clips. His beard is golden, braided, and well cared for. His fair skin shows little sign of his aristocratic breeding.

Personality: He speaks before he thinks and is too direct. He is a big fan of imagination and believes people should spend more time reading and writing.

History: Born in the west to a Cook, Balimaar learned a great deal about his father's area of expertise. When he came of age, he joined a caravan that would eventually take him to the capital. He would practice along the way and, when he arrived, be apprenticed to a Cook. He routinely visits covens of witches but complains that many are fraudulent and lack true knowledge of magic.

Motivation: Wants to open a new tavern; and he'd like to take his coworkers down a peg

Ideals: Logical. Flaws: Impulsive. Bonds: Immigrant, Attractive, Job. Occupation: Cook

Voice: High pitched and raspy

Attributes [hide]

Balimaar Colby, Male Human Fighter 3
Medium (5'8") Human, Chaotic Evil (CR 3)
Armor Class 12
Hit Points 25 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
11 (+0)14 (+2) 14 (+2)18 (+4) 12 (+1)11 (+0)
Skills Deception +2, Nature +6
Senses Passive Perception 11
Languages Common, Celestial, Gnome, Gnoll, Undercommon
Attacks Melee +2 / 1d8+0, Ranged +4 / 1d8+2, Grapple +2

Possessions: 300 gp.


Social Check DCs


Theobald Eastaughffe, Male Human [Permalink]

Personal [hide]

Description: He stands about 5'9" and wears a tight fitting blue shirt and pants. His right hand appears badly burned and disfigured. His hair, while still mostly silver, has prominent grey streaks. His green unseeing eyes seem to look past you.

Personality: He is a man who does what he needs to. He will acquiesce to black mail and extortion to avoid trouble. He tends to be very friendly, and is drawn to music, the smells of food and wine, and out-door festivals.

History: Born in the north his family was never financially stable. He moved out west to avoid the crime he committed. Recently he has begun working with bootleggers and crooks.

Motivation: He is being blackmailed/forced/etc and this influences his actions.

Ideals: Optimist. Flaws: Disease. Bonds: Criminal record, Poor. Occupation: Map Maker

Voice: pre-pubescent

Attributes [hide]

Theobald Eastaughffe, Male Human Fighter 4
Medium (5'9") Human, Neutral Evil (CR 4)
Armor Class 12
Hit Points 30 (4d10)
Speed 30 ft.
STRDEXCONINTWISCHA
12 (+1)15 (+2) 10 (+0)14 (+2) 9 (-1)13 (+1)
Skills Acrobatics +4, Medicine +1
Senses Passive Perception 9
Languages Common, Druidic, Auran
Attacks Melee +3 / 1d10+1, Ranged +4 / 1d10+2, Grapple +1

Possessions: 26000 cp.


Social Check DCs


Anselm Kendall, Male Human [Permalink]

Personal [hide]

Description: He wears just a tan suit. His attire stands in sharp contrast to his warhammer, which is beautifully polished and possesses an ornate carving of a butterfly on it. His chestnut hair, when down, is lengthy. He wears a mask on his face.

Personality: Always inclined to offer people food he seems plenty friendly. His respect, as difficult as one would find it to earn, is unwavering; those who more than prove themselves to him, a bar set well above any reasonable standard, he tolerates in varying degrees. Though less modest and more hasty in his reactions to snap at those who irritate him, Anselm is combative with any and all who dare try his patience in the slightest.

History: Anselm was born the youngest of three triplets. In his youth he was part of a gang. He got caught, but did not rat out his comrades and served his time in prison. He has been saving his money to try and buy his brother's freedom.

Motivation: His religion dominates his actions; and his relatives are trying to arrange a marriage

Ideals: Philantrophist, Justice. Bonds: Family, Criminal record, Religious. Occupation: Laborer

Voice: Excited and jittery

Attributes [hide]

Anselm Kendall, Male Human Fighter 3
Medium (5'11") Human, True Neutral (CR 3)
Armor Class 10
Hit Points 18 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
15 (+2)11 (+0) 10 (+0)17 (+3) 16 (+3)13 (+1)
Skills Acrobatics +2, Insight +5
Senses Passive Perception 13
Languages Common, Celestial, Goblin, Draconic
Attacks Melee +4 / 1d8+2, Ranged +2 / 1d8+0, Grapple +5

Possessions: 300 gp. 1 Silver holy symbol. 1 Simple lock. 1 Silk rope.


Social Check DCs

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