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Advanced [show]


Drogo Gentry, Male Human [Permalink]

Personal [hide]

Description: He is wearing a perfectly clean shirt and pair of pants. With bright blonde hair and a scraggly beard. He has a dull look in his hazel eyes.

Personality: Drogo speaks confidently about a variety of topics with grace. He is clearly well-traveled and educated. A true patriot, Drogo would do anything for his country. He is fiercely protective of his fellow citizens and foreign allies.

History: Drogo was born to in a poor docking district. He spent his early days working in the same smith shop his mother was employed at, doing general labor. When he was little, his rather wealthy family often ventured across the island 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 island due to the painful memories there. Drogo took refuge in the large cave and found the beat up sword and armor he uses now. He has since lost track of the people in his past.

Motivation: To unite with his sister.

Ideals: Impeccable. Bonds: Attractive, Poor, Military, Nature, Family. Occupation: Bookbinder

Voice: Spits words with contempt

Attributes [hide]

Drogo Gentry, Male Human Fighter 4
Medium (6'6") Human, Lawful Good (CR 4)
Armor Class 10
Hit Points 26 (4d10)
Speed 30 ft.
STRDEXCONINTWISCHA
14 (+2)10 (+0) 11 (+0)10 (+0) 16 (+3)14 (+2)
Skills Deception +4, History +2
Senses Passive Perception 13
Languages Common
Attacks Melee +4 / 1d10+2, Ranged +2 / 1d10+0, Grapple +2

Possessions: 100 gp. Carnelian (70 gp). 1 Minor magic item.


Social Check DCs


Jocelyn Hartford, Male Human [Permalink]

Personal [hide]

Description: He wears blue robes with leather pauldrons. Though occasionally he wears more armor. He prefers to carry a hand crossbow, but if one is not available he will default to his ceremonial dagger. His attire stands in sharp contrast to his ceremonial dagger, which is beautifully polished and possesses an ornate carving of a butterfly on it. He has white hair. His face possesses mild wrinkles. His smile is extraordinarily sincere though he does not smile often.

Personality: The man has a huge range of feeling. He will range from being happy and joking with the occasional self put down to crying stating how he will be a better person from this day on. 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: Born in the north to a Bellfounder, Jocelyn learned a great deal about his father's area of expertise. He dropped out of school before completing his studies. He became a Bellfounder soon after.

Motivation: Sabotage a competitor.

Ideals: Logical. Flaws: Emotional. Bonds: Slave, Job. Occupation: Bellfounder

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

Attributes [hide]

Jocelyn Hartford, Male Human Fighter 4
Medium (6'3") Human, Chaotic Good (CR 4)
Armor Class 11
Hit Points 32 (4d10)
Speed 30 ft.
STRDEXCONINTWISCHA
9 (-1)12 (+1) 11 (+0)10 (+0) 9 (-1)16 (+3)
Skills Deception +5, Perception +1
Senses Passive Perception 11
Languages Common
Attacks Melee +1 / 1d10-1, Ranged +3 / 1d10+1, Grapple +1

Possessions: 500 gp. 1 Masterwork Common Melee. 1 Masterwork Common Melee. 1 Masterwork Common Ranged Weapon. 1 Masterwork Common Melee.


Social Check DCs


Hugh Wellington, 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 wears a custom-built plate barding that's adorned with red lining and desert motifs. With bright red hair and a scraggly beard. He has several tiny amber earrings on each ear.

Personality: He is enamored with his job. He loves it. He likes the challenge and he likes helping those less fortunate than him. He has no love for corruption and racketeering and views those as crimes of the highest magnitude.

History: Hugh hails from a village terrorized by drow. A gifted student he started as a Detective, but he got bored and became a Mercenary. He has set out to sabotage the competition.

Motivation: To be a Detective again; and expand his business

Ideals: Justice. Flaws: Ugly. Bonds: Rich, Job, Enemies. Occupation: Mercenary

Voice: Creaky witch voice

Attributes [hide]

Hugh Wellington, Male Human Fighter 3
Medium (6'2") Human, Chaotic Neutral (CR 3)
Armor Class 11
Hit Points 20 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
7 (-2)12 (+1) 9 (-1)13 (+1) 11 (+0)15 (+2)
Skills Acrobatics +3, Sleight of Hand +3
Senses Passive Perception 10
Languages Common, Terran
Attacks Melee +0 / 1d8-2, Ranged +3 / 1d8+1, Grapple +3

Possessions: 400 gp.


Social Check DCs


Gerald Eastoft, Male Human [Permalink]

Personal [hide]

Description: This dark-skinned male typically wears a sleeveless long coat of deep blue leather and dull black iron scale mail. He is tall, broad shouldered and powerfully built. His golden hair is long and unkept. His amber eyes are desperate and heavily dilated. He has the appearance of someone under the heavy influence of drugs.

Personality: He is irritable and easily angered. He is a bit of a bully and is not afraid to use his stature and powers to intimidate and hurt. He is used to getting what he wants. In part because he is a meticulous planner.

History: Born the oldest of a large religious northern family, he was no stranger to responsibility. His father was supposedly a charlatan fortune teller, but he insists his father was legitimate. He was recently attacked on the road and savagely beaten by bandits.

Motivation: He is compelled to act according to his religious beliefs; and his religion dominates his actions

Ideals: Professionalism. Flaws: Ugly, Addict, Antagonistic. Bonds: Religious. Occupation: Apothecary

Voice: Low range voice

Attributes [hide]

Gerald Eastoft, Male Human Fighter 4
Medium (6'1") Human, Chaotic Good (CR 4)
Armor Class 11
Hit Points 29 (4d10)
Speed 30 ft.
STRDEXCONINTWISCHA
10 (+0)12 (+1) 13 (+1)14 (+2) 10 (+0)8 (-1)
Skills Arcana +4, Deception +1
Senses Passive Perception 10
Languages Common, Draconic, Druidic
Attacks Melee +2 / 1d10+0, Ranged +3 / 1d10+1, Grapple +1

Possessions: 100 gp.


Social Check DCs


Charles Badger, Male Human [Permalink]

Personal [hide]

Description: He is wearing a tight grey one piece outfit complete with pants, hood, and a cape. He cuts an attractive figure and his suit of old armor is well cared for even if it is obsolete. His chestnut hair is still thick. His eyes are green.

Personality: Confrontational and typically high on some drug or another. 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: From birth he was tutored by a cruel and relentless mentor. 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's since become an addict/alcoholic.

Motivation: He is currently in port desperately looking for someone to get him out; and he is a bit of a kleptomaniac

Flaws: Addict. Bonds: Attractive, Slave, Mentor. Occupation: Barkeep

Voice: Irish accent

Attributes [hide]

Charles Badger, Male Human Fighter 3
Medium (6'0") Human, Lawful Evil (CR 3)
Armor Class 10
Hit Points 24 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
11 (+0)11 (+0) 13 (+1)7 (-2) 16 (+3)9 (-1)
Skills Arcana +0, Intimidation +1
Senses Passive Perception 13
Languages Common
Attacks Melee +2 / 1d8+0, Ranged +2 / 1d8+0, Grapple +0

Possessions: 400 gp. 1 Bullseye lantern. 1 Masterwork Thieves’ tools.


Social Check DCs

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