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Advanced [show]


Gomory Charlton, Male Human [Permalink]

Personal [hide]

Description: He stands about 6'0" and is dressed in earthy colors with a pastel and violet handkerchief worn on his left side. His left hand appears badly burned and disfigured. His auburn hair, when down, is lengthy. He has green eyes.

Personality: A skeptical and narcissistic man, Gomory's first love is himself. His second love is also himself. He has the money to obtain near anything and knows that if you pay a man enough he will sell his own mother. Money is his most trusted friend.

History: Gomory was born in the south. At a young age he loved to build and create. He couldn't stand his childhood mentor and eventually formed a pact with his mentor's previously failed apprentice to rebel. When their plan failed the mentor lashed out against both of them and fled. 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: Meet up once more with his childhood friend; and obtaining odd cultural human artifacts is his passion

Ideals: Impeccable, Persistence. Bonds: Rich, Mentor, Adventurer. Occupation: Glassblower

Voice: Raspy

Attributes [hide]

Gomory Charlton, Male Human Fighter 3
Medium (6'0") Human, Neutral Good (CR 3)
Armor Class 13
Hit Points 17 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
16 (+3)17 (+3) 5 (-3)17 (+3) 14 (+2)8 (-1)
Skills Deception +1, Sleight of Hand +5
Senses Passive Perception 12
Languages Common, Infernal, Draconic, Ignan
Attacks Melee +5 / 1d8+3, Ranged +5 / 1d8+3, Grapple +3

Possessions: 2200 sp.


Social Check DCs


Heward Tickle, Male Human [Permalink]

Personal [hide]

Description: This southern man's face is deformed and paralyzed on one side. As such, he slurs his words together. He is renowned for his bright brown suits and hats. With bright white hair and a scraggly beard. His eyes are a pleasant gray.

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 is often prim and proper but will on occasion tell either really disgusting or offensive jokes, which seem out of character.

History: He was born the only child of a wealthy merchant. In his formative years he discovered how persuasive he was. He began using that to his advantage selling useless wares at inflated prices. He left for the south, certain he would find work there.

Motivation: Retire the richest man in the south; and wants a kiss

Ideals: Joker, Entrepeneur. Flaws: Ugly. Bonds: Immigrant, Has a crush. Occupation: Performer

Voice: Ums and uhs a lot

Attributes [hide]

Heward Tickle, Male Human Fighter 3
Medium (5'10") Human, Chaotic Good (CR 3)
Armor Class 10
Hit Points 17 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
10 (+0)11 (+0) 11 (+0)17 (+3) 17 (+3)17 (+3)
Skills Perception +5, Sleight of Hand +2
Senses Passive Perception 12
Languages Common, Undercommon, Druidic, Goblin
Attacks Melee +2 / 1d8+0, Ranged +2 / 1d8+0, Grapple +0

Possessions: 300 gp. 1 Silk rope. 1 Masterwork manacles.


Social Check DCs


Godfrey Watson, Male Human [Permalink]

Personal [hide]

Description: He wears an entirely green suit with blue socks and a vest with buckled shoes. He carries with him a set of sickles, each one with a sapphire on the hilt. He only wears one on his belt and the other on his back. His hair is silver and curly. His fair skin shows little sign of his aristocratic breeding.

Personality: He cares much about the opinion of others, both in good and in bad: when keeping in line with his opinion, he thinks highly of the other person, but when opinions clash, he can get violently argumentative. He has a minor phobia of water and hates getting wet.

History: His father raised him in a mountain cabin. When he was little, his rather wealthy family often ventured across the mountains to a summer home near a large cave. He would wander through that large cave 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 mountains due to the painful memories there. Godfrey took refuge in the large cave and found the beat up sickle and armor he uses now. Recently a tribe of drow attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Godfrey fought at the side of some of the regions greatest heroes but was never overshadowed.

Motivation: He feels threatened by others; and to fight the greatest warriors and to fight in the greatest battles ever

Ideals: Fighting, Opinionated. Flaws: Fearful. Bonds: Attractive, Nature. Occupation: Unemployed

Voice: Old thin voice

Attributes [hide]

Godfrey Watson, Male Human Fighter 3
Medium (5'10") Human, Lawful Neutral (CR 3)
Armor Class 12
Hit Points 15 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
11 (+0)14 (+2) 10 (+0)11 (+0) 14 (+2)12 (+1)
Skills Acrobatics +4, Survival +4
Senses Passive Perception 12
Languages Common
Attacks Melee +2 / 1d8+0, Ranged +4 / 1d8+2, Grapple +4

Possessions: 2200 sp.


Social Check DCs


Peter Winterbourne, Male Human [Permalink]

Personal [hide]

Description: This late middle aged man typically wears a sleeveless long coat of deep tan leather and dull black iron scale mail and is in decent physical shape. He has no hair. His face possesses mild wrinkles. His smile is extraordinarily sincere though he does not smile often.

Personality: He has a good heart but also a terrible temper. He will forgive often but not before yelling and berating someone for whatever they have done wrong. He is accommodating to his spouse and as such limits his hospitality. He is brave and levelheaded in the face of danger and has proven himself a capable leader.

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. Like his mother and his sister before him, after school he went straight into learning to become a Marshal. He struck the Marshal job and began his own company from there.

Motivation: He wants nothing more than to rejoin the army; and balancing his hectic life and new marshal responsibilities is difficult

Flaws: Ugly, Antagonistic. Bonds: In love, Military, Job. Occupation: Marshal

Voice: Italian accent

Attributes [hide]

Peter Winterbourne, Male Human Fighter 3
Medium (5'11") Human, Chaotic Good (CR 3)
Armor Class 12
Hit Points 22 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
10 (+0)15 (+2) 10 (+0)15 (+2) 17 (+3)15 (+2)
Skills Religion +4, Sleight of Hand +4
Senses Passive Perception 13
Languages Common, Sylvan, Aquan
Attacks Melee +2 / 1d8+0, Ranged +4 / 1d8+2, Grapple +2

Possessions: 800 sp. Silver comb with moonstones (900 gp). Silver comb with moonstones (900 gp). 1 Bullseye lantern. 1 Average lock.


Social Check DCs


Wymar Atterton, Male Human [Permalink]

Personal [hide]

Description: His skin has the orange glow of too much sun. He wears a violet vest with golden trim over his white shirt. His pastel leather gloves and pants are well-kept, and his violet boots flare out at the collars. His silver hair is smooth and relatively long. His violet eyes show the wear and tear of someone lonely with a great burden to carry.

Personality: He has schizophrenia that causes him to hear things that aren't there and will sometimes respond to them. He is a font of random trivia from the lore and stories he has discovered

History: He was born to a wealthy landowner in a frontier town, living a normal and happy childhood. He has chosen to use the inheritance that was left to him frivolously. He has since lost track of the people in his past.

Motivation: Seeks redemption; and he is being blackmailed/forced/etc and this influences his actions

Ideals: Logical. Flaws: Disease. Bonds: Rich, Family, Criminal record. Occupation: Detective

Voice: Scandinavian accent

Attributes [hide]

Wymar Atterton, Male Human Fighter 3
Medium (5'3") Human, Neutral Evil (CR 3)
Armor Class 11
Hit Points 21 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
7 (-2)13 (+1) 12 (+1)11 (+0) 13 (+1)14 (+2)
Skills Athletics +0, Nature +2
Senses Passive Perception 11
Languages Common
Attacks Melee +0 / 1d8-2, Ranged +3 / 1d8+1, Grapple +2

Possessions: Just what you see.


Social Check DCs

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