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Advanced [show]


Bertram Jacobs, Male Human [Permalink]

Personal [hide]

Description: What flesh remains visible is marred by burns. He wears bulky yellow painted plate armor. His golden hair is cut jaggedly and amateurishly. His face possesses mild wrinkles. His smile is extraordinarily sincere though he does not smile often.

Personality: He does not believe in betrayal or weakness as things to be tolerated. Around other people he will do his best to conceal his emotions and appear jolly.

History: He was born a particularly ugly child, much to the horror of his parents. At a young age both his parents were killed in an accident. His uncle (a powerful person with enemies on both sides of the law) took him in and had him trained in basic self defense. He hopes to save up enough money to one day pay a cleric to cure him.

Motivation: He has comitted a past crime that haunts him to this day; and he possesses a valuable artifact that the thieves guild wishes to steal

Ideals: Justice. Flaws: Ugly, Shy, Disease. Bonds: Criminal record. Occupation: Seamstress

Voice: Pronounces O like U

Attributes [hide]

Bertram Jacobs, Male Human Fighter 4
Medium (5'1") Human, Chaotic Neutral (CR 4)
Armor Class 12
Hit Points 27 (4d10)
Speed 30 ft.
STRDEXCONINTWISCHA
11 (+0)15 (+2) 13 (+1)14 (+2) 12 (+1)16 (+3)
Skills Intimidation +5, Sleight of Hand +4
Senses Passive Perception 11
Languages Common, Druidic, Halfling
Attacks Melee +2 / 1d10+0, Ranged +4 / 1d10+2, Grapple +2

Possessions: 40000 sp. Deep blue spinel (600 gp). Moonstone (30 gp). Aquamarine (600 gp). Rock crystal (30 gp). 1 Masterwork Thieves’ tools. 1 Average lock.


Social Check DCs


Randal Davenport, Male Human [Permalink]

Personal [hide]

Description: This man is bedraggled and starved. He is well dressed, but even with his fine clothing he looks run-down. His white hair and beard is wavy and long. He wears crescent spectacles with a black brim.

Personality: Randal is depressed about a lot of things. He tends to be a nihilist. He is motivated by money and will often try and persuade people to work for cheap. He haggles over everything, upselling his goods and buying cheap. He is persistent in everything.

History: Raised by wardens he was only a novice when dire rats swooped upon their monastery and killed most of the order. He took after his father in leading caravans. Because they were valued, his father taught him to defend himself. When his father died while fighting dire rats, the young Randal began to lead the lost caravan. He now has a substantial network of resources ranging from contacts to ships to peers.

Motivation: He wants revenge against dire rats.

Ideals: Entrepeneur. Flaws: Depressed. Bonds: Poor, Religious, Enemies. Occupation: Jeweler

Voice: Soft and melodious

Attributes [hide]

Randal Davenport, Male Human Fighter 4
Medium (6'4") Human, Chaotic Neutral (CR 4)
Armor Class 11
Hit Points 46 (4d10)
Speed 30 ft.
STRDEXCONINTWISCHA
13 (+1)13 (+1) 16 (+3)16 (+3) 16 (+3)16 (+3)
Skills Intimidation +5, Perception +5
Senses Passive Perception 15
Languages Common, Giant, Draconic, Aquan
Attacks Melee +3 / 1d10+1, Ranged +3 / 1d10+1, Grapple +1

Possessions: Silver pearl (140 gp). Sardonyx (50 gp). Moonstone (50 gp). Rose (50 gp). 1 Minor magic item.


Social Check DCs


Aldous Marleigh, Male Human [Permalink]

Personal [hide]

Description: A man with thick toned arms and a paunchy gut. He wears professional attire. He has a long chestnut beard with little hanging trinkets. He has a tattooed face.

Personality: He dislikes all the random violence that takes place in the north. He is terrible with names forgetting people's names several times before they finally stick; this causes him no end of embarrassment.

History: Trained by his mother for as long as he can remember he had it drilled in his head that it was his duty to serve his country. When Aldous reached his early adolescence his Human mother passed away. Feeling disconnected from the small nearby village afterwards, he decided to travel. His rounds led him into the Army with a few individuals who would become his life-long companions. During his travels, Aldous and his party rested in a cavern that was (unknown to them) infused with powerful dark magic. Upon awakening, Aldous discovered the rest of his party dead, transformed into horrible, mindless undead versions of their former selves. Aldous fled the cavern, stopping for breath at a small pool, and only then realizing his own horrible transformation.

Motivation: Wants to work out more often.

Ideals: Athletic, Pacifist. Flaws: Forgetful. Bonds: Attractive, Military. Occupation: Shepherd

Voice: Speaks with squeezed throat

Attributes [hide]

Aldous Marleigh, Male Human Fighter 3
Medium (6'6") Human, Chaotic Neutral (CR 3)
Armor Class 12
Hit Points 25 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
9 (-1)14 (+2) 12 (+1)10 (+0) 11 (+0)13 (+1)
Skills Medicine +2, Performance +3
Senses Passive Perception 10
Languages Common
Attacks Melee +1 / 1d8-1, Ranged +4 / 1d8+2, Grapple +2

Possessions: 100 gp. 2 Thunderstones. 7 Acid flasks. 3 Tanglefoot bags.


Social Check DCs


Wymar Sheldon, Male Human [Permalink]

Personal [hide]

Description: He is wearing the road beaten gear of a warrior. He wears his golden hair up. This gray eyed westerner is not easily forgotten.

Personality: Wymar is depressed about a lot of things. He tends to be a nihilist. He is often prim and proper but will on occasion tell either really disgusting or offensive jokes, which seem out of character.

History: He was raised in a white middle class family as the only child. In his formative years he discovered how persuasive he was. He began using that to his advantage selling useless wares at inflated prices. He has been a successful dealer in antiques buying low and selling high.

Motivation: He is unsatisfied with his job; and he seems to be bored by most things

Ideals: Fighting, Joker, Entrepeneur. Flaws: Depressed, Mundane. Bonds: Job. Occupation: Sellsword

Voice: High pitched, excited

Attributes [hide]

Wymar Sheldon, Male Human Fighter 3
Medium (5'11") Human, Lawful Good (CR 3)
Armor Class 8
Hit Points 29 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
13 (+1)6 (-2) 17 (+3)9 (-1) 14 (+2)16 (+3)
Skills Intimidation +5, Investigation +1
Senses Passive Perception 12
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +0 / 1d8-2, Grapple +1

Possessions: 100 gp. 1 Breastplate. 1 Darkwood Buckler. 1 Half-Plate.


Social Check DCs


Manfred Wellington, Male Human [Permalink]

Personal [hide]

Description: He wears a black tunic with brown highlights, and long red pants that bunch up around his shoes. He is physically well-built. He wears a wide-brimmed hat to hide his balding. His eyes are brown and beady.

Personality: He is almost excessively polite to everyone, even when angry. He is a ruthless business man, a trait he acquired from his mother.

History: Born in the north to a Stableman, Manfred learned a great deal about his mother's area of expertise. Through the years after Manfred was born, his mother became increasingly distant from his family, instead choosing to pursue power in the north. Manfred's mother didn't care for him much, and the feeling was mutual. He has achieved small success as a Stableman.

Motivation: To reunite with his old friends; and balancing his hectic life and new stableman responsibilities is difficult

Ideals: Entrepeneur. Flaws: Ugly, Shy, Antagonistic. Bonds: Job, Adventurer. Occupation: Stableman

Voice: Booming voice

Attributes [hide]

Manfred Wellington, Male Human Fighter 3
Medium (6'5") Human, Neutral Evil (CR 3)
Armor Class 13
Hit Points 30 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
6 (-2)17 (+3) 15 (+2)13 (+1) 5 (-3)12 (+1)
Skills History +3, Performance +3
Senses Passive Perception 7
Languages Common, Dwarven
Attacks Melee +0 / 1d8-2, Ranged +5 / 1d8+3, Grapple +3

Possessions: 1300 sp.


Social Check DCs

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