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Advanced [show]


Theodoric Soames, Male Human [Permalink]

Personal [hide]

Description: A man with thick toned arms and a paunchy gut. He wears a tight fitting white shirt and pants. He keeps his long chestnut hair kept up in a rat tail. His ears are large.

Personality: He is not truly malevolent, but he is obsessed with poetry. He constantly tries to fill his life with poetry. He has no love for corruption and racketeering and views those as crimes of the highest magnitude.

History: His mother raised him in a mountain cabin. His father took him hunting and taught him how to get in the mind of other creatures. He bought a warhammer and has really upped his game hunting, due to his understanding of decoy and ambush.

Motivation: Wants to work out more often; and he doesn't get along with people that don't share his tastes

Ideals: Athletic, Artistic, Justice. Flaws: Ugly. Bonds: Nature. Occupation: Mason

Voice: Scratchy, weak

Attributes [hide]

Theodoric Soames, Male Human Fighter 4
Medium (5'2") Human, Neutral Good (CR 4)
Armor Class 10
Hit Points 34 (4d10)
Speed 30 ft.
STRDEXCONINTWISCHA
14 (+2)11 (+0) 16 (+3)10 (+0) 7 (-2)11 (+0)
Skills Acrobatics +2, Perception +0
Senses Passive Perception 10
Languages Common
Attacks Melee +4 / 1d10+2, Ranged +2 / 1d10+0, Grapple +2

Possessions: 1 Masterwork Uncommon Weapon. 1 Masterwork Common Ranged Weapon. 1 Masterwork Uncommon Weapon. 1 Masterwork Common Ranged Weapon.


Social Check DCs


Gerard Marston, Male Human [Permalink]

Personal [hide]

Description: This tall, slender man is dressed in an above average manner. His blonde hair is drawn into a tight pony tail with a butterfly scrunchie. He has a dull look in his blue eyes.

Personality: He is quiet and reserved most of the time, but warms up to people very quickly. Around friends he is liable to tell dirty jokes and enjoy himself. He moves from fascination to fascination almost instantaneously. If something can keep his interest for a month it is impressive.

History: Gerard was raised in a hard working conservative environment. Being born in the north, 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 north 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 west. He has worked as a Dyer like his father before him.

Motivation: Marry his sister to traveling adventurers.

Ideals: Joker. Flaws: Hedonist. Bonds: Attractive, Job, Family. Occupation: Dyer

Voice: Whispers

Attributes [hide]

Gerard Marston, Male Human Fighter 3
Medium (5'5") Human, Chaotic Good (CR 3)
Armor Class 10
Hit Points 30 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
14 (+2)11 (+0) 17 (+3)12 (+1) 17 (+3)9 (-1)
Skills Arcana +3, Athletics +4
Senses Passive Perception 13
Languages Common, Aquan
Attacks Melee +4 / 1d8+2, Ranged +2 / 1d8+0, Grapple +4

Possessions: 1400 sp. Zircon (20 gp). Black pearl (200 gp). Blue quartz (5 gp).


Social Check DCs


John Alston, Male Human [Permalink]

Personal [hide]

Description: This petite short man is perpetually holding a chocolate of some kind. He wears a suit in poor condition. It has not been laundered in sometime and has been worn in activities one would not normally wear a suit during, marred by chocolates. His black hair is singed and shortened. His eyes are amber and he is always smoking a pipe.

Personality: He can speak with the recently deceased. He is a very good compulsive liar and kleptomaniac.

History: He was born blind and as such lacked many opportunities for work. He found a children's book about a Human Fighter who fought for good and justice and never realised it was just a child's story. He modeled his life after the story, seeing himself destined a hero. During his travels, John and his party rested in a cavern that was (unknown to them) infused with powerful dark magic. Upon awakening, John discovered the rest of his party dead, transformed into horrible, mindless undead versions of their former selves. John fled the cavern, stopping for breath at a small pool, and only then realizing his own horrible transformation.

Motivation: Seeks redemption; and he has decided he is irredeemable

Ideals: Gifted. Flaws: Ugly, Disease. Bonds: Adventurer, Criminal record. Occupation: Ruler

Voice: Speaks with lower jaw sticking out

Attributes [hide]

John Alston, Male Human Fighter 3
Medium (5'10") Human, Chaotic Evil (CR 3)
Armor Class 12
Hit Points 26 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
14 (+2)14 (+2) 14 (+2)18 (+4) 10 (+0)12 (+1)
Skills Religion +6, Survival +2
Senses Passive Perception 10
Languages Common, Auran, Infernal, Gnome, Giant
Attacks Melee +4 / 1d8+2, Ranged +4 / 1d8+2, Grapple +2

Possessions: 2900 sp. Amber (130 gp). Malachite (10 gp). Fiery yellow corundum (600 gp).


Social Check DCs


Aldous Chester, Male Human [Permalink]

Personal [hide]

Description: An older man who is wearing a perfectly clean shirt and pair of pants, he is not a threatening figure. His white hair and beard is wavy and long. He has a tattooed face.

Personality: He is business-like. He takes instructions and follows them to the letter. He has a cruel streak; something he gained from his previous mentor. He harbors resentment against his former mentor.

History: Aldous was raised in a hard working conservative environment. Before the accident, he was one of the most outspoken anti-Human activists. He was mortally wounded, saved by a kind and fast-acting Human doctor. He has set out to sabotage the competition.

Motivation: Balancing his hectic life and new Masseuse responsibilities is difficult; and to be a merchant again

Ideals: Professionalism. Flaws: Antagonistic, Racist. Bonds: Attractive, Mentor, Job. Occupation: Masseuse

Voice: Scottish accent

Attributes [hide]

Aldous Chester, Male Human Fighter 4
Medium (5'11") Human, Lawful Good (CR 4)
Armor Class 10
Hit Points 31 (4d10)
Speed 30 ft.
STRDEXCONINTWISCHA
10 (+0)10 (+0) 10 (+0)9 (-1) 9 (-1)15 (+2)
Skills Acrobatics +2, History +1
Senses Passive Perception 9
Languages Common
Attacks Melee +2 / 1d10+0, Ranged +2 / 1d10+0, Grapple +1

Possessions: Just what you see.


Social Check DCs


Charles Gentry, Male Human [Permalink]

Personal [hide]

Description: Runty and weak-looking, he has a large brown mantle and cape that has been intricately interwoven into his tan robe. His auburn hair and beard is wavy and long. He tend to wears goggles to shield his eyes.

Personality: He shows great sympathy to all travelers. He's the type to buy drinks and listen to their stories. He uses divination through singing.

History: Charles hails from a village terrorized by brigands. In his 10th year, his parents were killed by a brigands raid, leaving Charles alone in the world. After a stint in an orphanage, he was adopted. He was recently attacked on the road and savagely beaten by bandits.

Motivation: Someone believes him a fraud; and several ex partners dislike his way of doing things and want revenge

Ideals: Philantrophist, Gifted. Flaws: Ugly. Bonds: Poor, Enemies. Occupation: Navigator

Voice: Creaky witch voice

Attributes [hide]

Charles Gentry, Male Human Fighter 3
Medium (6'5") Human, Chaotic Neutral (CR 3)
Armor Class 9
Hit Points 25 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
15 (+2)9 (-1) 12 (+1)14 (+2) 15 (+2)16 (+3)
Skills History +4, Persuasion +5
Senses Passive Perception 12
Languages Common, Abyssal, Elven
Attacks Melee +4 / 1d8+2, Ranged +1 / 1d8-1, Grapple +2

Possessions: Just what you see.


Social Check DCs

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