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Advanced [show]


Bertram Garrick, Male Human [Permalink]

Personal [hide]

Description: Relatively heavier built than your average man, he is not imposing. He is well dressed, but even with his fine clothing he looks run-down. Sporting a white mohawk and bushy mustache this man's hair draws a lot of attention. His amber eyes dart around the room hyper actively observing anyone and anything.

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. 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: Bertram was born the youngest of three triplets. His druidic abilities were realized during a raid on his village. He has achieved small success as a Carter.

Motivation: Find a way to reverse the transformation of his brother.

Ideals: Gifted. Bonds: Family, Slave, Job. Occupation: Carter

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

Attributes [hide]

Bertram Garrick, Male Human Fighter 3
Medium (6'0") Human, Lawful Neutral (CR 3)
Armor Class 12
Hit Points 22 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
14 (+2)14 (+2) 10 (+0)14 (+2) 15 (+2)12 (+1)
Skills Perception +4, Religion +4
Senses Passive Perception 14
Languages Common, Ignan, Dwarven
Attacks Melee +4 / 1d8+2, Ranged +4 / 1d8+2, Grapple +2

Possessions: 50 pp.


Social Check DCs


Anselm Cholmondeley, Male Human [Permalink]

Personal [hide]

Description: He wears a white shirt with thin green vertical stripes and black pants. He sports a long blonde beard, and similarly colored long hair. His hazel eyes peer out from beneath his small white hat.

Personality: He is a hateful person. He taunts others and blames them for his problems. He can't help but pocket interesting objects he comes across

History: Gifted from a young age, Anselm studied abroad. Through the years after Anselm was born, his mother became increasingly distant from his family, instead choosing to pursue power in the south. Anselm's mother didn't care for him much, and the feeling was mutual. He has gone from town to town till he finds a spot where he can set up a sustainable business.

Motivation: He is unsatisfied with his job; and he's repulsed by the pc

Ideals: Gifted. Flaws: Antagonistic. Bonds: Criminal record, Job. Occupation: Spy

Voice: High pitched and raspy

Attributes [hide]

Anselm Cholmondeley, Male Human Fighter 3
Medium (5'0") Human, Lawful Evil (CR 3)
Armor Class 9
Hit Points 20 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
16 (+3)9 (-1) 9 (-1)8 (-1) 11 (+0)14 (+2)
Skills Acrobatics +1, Stealth +1
Senses Passive Perception 10
Languages Common
Attacks Melee +5 / 1d8+3, Ranged +1 / 1d8-1, Grapple +3

Possessions: 9000 cp. Obsidian (12 gp). Black pearl (400 gp).


Social Check DCs


Roger Weston, 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 clothing that is held on in multiple layers but all of it is in poor condition. He wears a deerstalker hat to cover his moderate length black hair. His eyes are likewise green.

Personality: He is extraordinarily eccentric. He tends to be very friendly, and is drawn to music, the smells of food and wine, and out-door festivals.

History: Born to a pair of adventurers, Roger grew up listening to his father's many stories. When he was little, his rather wealthy family often ventured across the forest 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 forest due to the painful memories there. Roger took refuge in the old dungeon and found the beat up morningstar and armor he uses now. When he grew older, he became a bit more civilized, usually hanging around bars and taverns. He began work as a mercenary for hire. He would embark on any mission as long as the price was right.

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

Ideals: Optimist. Flaws: Insane. Bonds: Poor, Adventurer, Nature. Occupation: Mason

Voice: Spits words with contempt

Attributes [hide]

Roger Weston, Male Human Fighter 3
Medium (5'9") Human, Neutral Good (CR 3)
Armor Class 10
Hit Points 25 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
13 (+1)10 (+0) 10 (+0)11 (+0) 17 (+3)9 (-1)
Skills Stealth +2, Survival +5
Senses Passive Perception 13
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +2 / 1d8+0, Grapple +1

Possessions: 200 gp. 1 Masterwork Common Melee. 1 Masterwork Common Melee.


Social Check DCs


Theobald Pickering, Male Human [Permalink]

Personal [hide]

Description: Standing 6'1", this man is dressed in earthy colors with a grey and yellow handkerchief worn on his left side. His hair is chestnut, silky, and of moderate length. His skin is flawless and his gray eyes scan people very quickly.

Personality: He dislikes all the random violence that takes place in the south. His temper goes off on the smallest of things. He tends to lash out at those around him.

History: Gifted from a young age, Theobald studied abroad. Brilliant and gifted he never wanted to apply himself. He moves from town to town, unable to find a place to settle.

Motivation: Obtaining odd cultural Human artifacts is his passion; and he's looking for his big break

Ideals: Pacifist, Gifted. Flaws: Antagonistic. Bonds: Attractive, Immigrant, Adventurer. Occupation: Masseuse

Voice: Low range voice

Attributes [hide]

Theobald Pickering, Male Human Fighter 3
Medium (6'1") Human, True Neutral (CR 3)
Armor Class 13
Hit Points 32 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
8 (-1)17 (+3) 16 (+3)9 (-1) 10 (+0)14 (+2)
Skills Deception +4, Investigation +1
Senses Passive Perception 10
Languages Common
Attacks Melee +1 / 1d8-1, Ranged +5 / 1d8+3, Grapple +3

Possessions: 300 gp. Deep green spinel (130 gp). Alexandrite (400 gp). Golden yellow topaz (400 gp).


Social Check DCs


Everard Branson, Male Human [Permalink]

Personal [hide]

Description: An imposing man with a heavy stainless steel prosthetic left leg, he prefers to wear brown pants and tee shirts. He has moderate length brown hair. Judging by the bloodshot nature of his eyes and the massive bags underneath them one would imagine he has not slept for days.

Personality: He considers himself the protector of his home. He feels this is his duty and calling. He is submissive, is generally bored by everything, but will take part in whatever people ask of him. He is by nature obliging.

History: Gifted from a young age, Everard studied abroad. After coming to the age of reason, Everard 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 was granted necromantic powers by his dying sister.

Motivation: To get a good night's sleep.

Ideals: Gifted. Flaws: Insomniac, Shy. Bonds: Guardian. Occupation: Engraver

Voice: Spits words with contempt

Attributes [hide]

Everard Branson, Male Human Fighter 3
Medium (5'3") Human, Neutral Evil (CR 3)
Armor Class 11
Hit Points 17 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
17 (+3)13 (+1) 12 (+1)11 (+0) 12 (+1)12 (+1)
Skills Animal Handling +3, Insight +3
Senses Passive Perception 11
Languages Common
Attacks Melee +5 / 1d8+3, Ranged +3 / 1d8+1, Grapple +3

Possessions: 2800 sp.


Social Check DCs

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