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Advanced [show]


Charles Heiser, Male Human [Permalink]

Personal [hide]

Description: He wears dark leathers with embroidery, and carries warhammers. He has done his best to style his blonde hair to look like a famous performer. His face possesses mild wrinkles. His smile is extraordinarily sincere though he does not smile often.

Personality: He snorts whenever he laughs or is feeling confident. He has all his life been fascinated with singing.

History: He was born the only child of a wealthy merchant. He became part of the deadliest team of assassins in recent memory. A botched job caused the group to be disbanded. He now has a substantial network of resources ranging from contacts to ships to peers.

Motivation: He made a deal with a demon which lead to his current lot in life, and he's becoming increasingly nervous about it; and he feels that his past leaves him morally obligated to help

Ideals: Fighting, Artistic, Entrepeneur. Bonds: Criminal record, Debt. Occupation: Banker

Voice: Puts emphasis on the wrong words

Attributes [hide]

Charles Heiser, Male Human Fighter 3
Medium (6'0") Human, Chaotic Evil (CR 3)
Armor Class 9
Hit Points 13 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
12 (+1)8 (-1) 9 (-1)14 (+2) 18 (+4)12 (+1)
Skills Medicine +6, Persuasion +3
Senses Passive Perception 14
Languages Common, Gnome, Sylvan
Attacks Melee +3 / 1d8+1, Ranged +1 / 1d8-1, Grapple +1

Possessions: 200 gp. 1 Masterwork Light steel shield. 1 Half-Plate.


Social Check DCs


Bertram Garfield, Male Human [Permalink]

Personal [hide]

Description: The man speaks with an almost imperceptible accent. He seems to always be the slightest bit damp as if he got out from a pool a few moments ago. He typically wears white cloth garments or leather armor. His tied-back hair is red. His hazel eyes dart from person to person.

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 never wears the same outfit twice, unless he absolutely has to.

History: Born to a poor family in the city he treasured whatever gifts he got. Ostracized due to the arcane powers of his oldest brother, he and his siblings struck out on their own. In the process these unassuming Humans became a terror of the countryside. He left for the west, certain he would find work there.

Motivation: He loathes his own lifestyle.

Ideals: Joker, Artistic, Gifted. Bonds: Immigrant, Poor. Occupation: Fortune-teller

Voice: Loud with bravado

Attributes [hide]

Bertram Garfield, Male Human Fighter 4
Medium (5'4") Human, Lawful Neutral (CR 4)
Armor Class 8
Hit Points 17 (4d10)
Speed 30 ft.
STRDEXCONINTWISCHA
13 (+1)7 (-2) 9 (-1)10 (+0) 11 (+0)14 (+2)
Skills History +2, Perception +2
Senses Passive Perception 12
Languages Common
Attacks Melee +3 / 1d10+1, Ranged +0 / 1d10-2, Grapple +1

Possessions: 15000 sp. 1 Minor magic item.


Social Check DCs


Gomory Addington, Male Human [Permalink]

Personal [hide]

Description: Wearing a closed helm and plate, one would not know what he was had he not made sure his armor was more form fitting than normal. Outside of the suit he wears just a green suit. His hair is cut close to his head. His amber eyes are desperate and heavily dilated. He has the appearance of someone under the heavy influence of drugs.

Personality: A grumpy guy he will invite people to lunch so he can critique them. Yet he still seems generally likeable, like a lovable grump. He is susceptible to being scared and is in actuality easily frightened. He likes to tell stories.

History: He was a bastard born out of an affair, and his mother always resented and mistreated him for it out of spite. Through the years after Gomory was born, his mother became increasingly distant from his family, instead choosing to pursue power in the east. Gomory's mother didn't care for him much, and the feeling was mutual. He got away from his former life and has fallen to alcoholism.

Motivation: He is wracked by social anxiety; and he's repulsed by the pc

Ideals: Philantrophist. Flaws: Addict, Antagonistic, Fearful. Occupation: Brewer

Voice: Posh accent

Attributes [hide]

Gomory Addington, Male Human Fighter 4
Medium (5'3") Human, Neutral Good (CR 4)
Armor Class 10
Hit Points 26 (4d10)
Speed 30 ft.
STRDEXCONINTWISCHA
11 (+0)11 (+0) 12 (+1)16 (+3) 14 (+2)13 (+1)
Skills Intimidation +3, Religion +5
Senses Passive Perception 12
Languages Common, Sylvan, Terran, Druidic
Attacks Melee +2 / 1d10+0, Ranged +2 / 1d10+0, Grapple +0

Possessions: 100 gp. 4 Antitoxin. 8 Acid flasks. 3 Alchemist’s fire.


Social Check DCs


Charles Chatham, Male Human [Permalink]

Personal [hide]

Description: A middle-aged man, he wears very tight pants and wife beaters, though occasionally he sports a brown coat, and is pretty ugly. His brown hair is greasy and uncared for. His blue eyes dart from person to person to random spaces in the air.

Personality: His tongue was cut out and he uses sign language. To his fellows he is seen as friendly and intelligent, but is angry and unforgiving to the so called fatcats and any who do and have associated with them.

History: He was born to a pair of big game hunters, but was frequently ill as a child. He was an adventurer many years ago and he formed a blood bond with his Human companion (his 'brother'). During his travels, Charles and his party rested in a cavern that was (unknown to them) infused with powerful dark magic. Upon awakening, Charles discovered the rest of his party dead, transformed into horrible, mindless undead versions of their former selves. Charles fled the cavern, stopping for breath at a small pool, and only then realizing his own horrible transformation.

Motivation: To prove his worth to the world; and several ex partners dislike his way of doing things and want revenge

Flaws: Ugly, Disease, Impulsive. Bonds: Enemies, Adventurer. Occupation: Carter

Voice: Cold and demanding tone

Attributes [hide]

Charles Chatham, Male Human Fighter 3
Medium (6'3") Human, Lawful Good (CR 3)
Armor Class 12
Hit Points 24 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
14 (+2)15 (+2) 11 (+0)16 (+3) 16 (+3)16 (+3)
Skills Animal Handling +5, Sleight of Hand +4
Senses Passive Perception 13
Languages Common, Auran, Terran, Elven
Attacks Melee +4 / 1d8+2, Ranged +4 / 1d8+2, Grapple +2

Possessions: 100 gp.


Social Check DCs


Charles Cromwell, Male Human [Permalink]

Personal [hide]

Description: This man wears rags and sports a simple walking cane, and sports empty pouches on his belt. His red hair is cut short. He is very pretty but has cold, dead eyes.

Personality: Aggressive, abrasive, and angry, Charles embodies much of what other species detest in the Humans. He always tries to repair and not replace. It was this mentality that drove him into the Farmer business.

History: Charles was born in the east. At a young age he loved to build and create. When he was little, his rather wealthy family often ventured across the desert 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 desert due to the painful memories there. Charles took refuge in the old dungeon and found the beat up axe and armor he uses now. Days after completing his studies, news broke out that his hometown was attacked by drow. Charles was horrified and prayed that his mother was alright. However, he heard that his mother had died fighting off the drow.

Motivation: His name or reputation has been wronged in the past by drow, and he desires to right it; and many drow want him driven away

Ideals: Persistence. Flaws: Antagonistic. Bonds: Poor, Attractive, Nature, Enemies. Occupation: Farmer

Voice: Speaks fast with a slight lisp

Attributes [hide]

Charles Cromwell, Male Human Fighter 3
Medium (5'9") Human, Neutral Good (CR 3)
Armor Class 11
Hit Points 21 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
14 (+2)12 (+1) 10 (+0)13 (+1) 14 (+2)9 (-1)
Skills Animal Handling +4, Insight +4
Senses Passive Perception 12
Languages Common, Giant
Attacks Melee +4 / 1d8+2, Ranged +3 / 1d8+1, Grapple +2

Possessions: 100 gp. 1 Masterwork Common Melee. 1 Masterwork Common Melee. 1 Masterwork Common Melee.


Social Check DCs

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