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Advanced [show]


Everard Garrick, Male Human [Permalink]

Personal [hide]

Description: His skin has the orange glow of too much sun. He wears red trousers with grey and brown striped suspenders. He wears various colorful collared shirts. His auburn hair is kept up in a ponytail inside a Stetson hat. He has a very pronounced jaw and large eyebrows. He wears rectangular glasses with silver brims.

Personality: While he is on the job, he is grim and serious. He understands how dangerous the world is and the need to stay safe. Animals are drawn to him, and he is able to talk to them.

History: Gifted from a young age, Everard studied abroad. When the war came and ruined his parents he was left adrift. He was a hard man then and has only learned to fight more as time goes on. Being a Mayor kept his interest for a while, but then he became depressed and bored. So he turned to a secret life of crime, taking increasingly more risks and challenges.

Motivation: He possesses a valuable artifact that the thieves guild wishes to steal; and he's attracted to the pc

Ideals: Gifted. Flaws: PTSD. Bonds: Criminal record, Has a crush. Occupation: Mayor

Voice: Speaks through clenched teeth

Attributes [hide]

Everard Garrick, Male Human Fighter 3
Medium (5'0") Human, True Neutral (CR 3)
Armor Class 11
Hit Points 23 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
15 (+2)12 (+1) 9 (-1)17 (+3) 16 (+3)13 (+1)
Skills Performance +3
Senses Passive Perception 13
Languages Common, Orc, Ignan, Aquan
Attacks Melee +4 / 1d8+2, Ranged +3 / 1d8+1, Grapple +2

Possessions: Carnelian (30 gp). Silver pearl (140 gp). Chrysoberyl (140 gp).


Social Check DCs


Guy Shipley, Male Human [Permalink]

Personal [hide]

Description: He likes to wear darkened spectacles and heavy clothing, no matter the weather. He is physically well-built. He has moderate length golden hair. His eyes are violet and he is always smoking a pipe.

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 refers to his adoptive father for almost all things he is unsure about, which are numerous. He is very much still a child and has not developed a drive for self-dependency.

History: A child with a great deal of poetry talent his parents made sure he got the chance to thrive. Being born in the east, 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 east 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 south. He now owns his own business.

Motivation: To unite with his sister; and obtaining odd cultural human artifacts is his passion

Ideals: Joker, Artistic. Bonds: Family, Job, Adventurer. Occupation: Shipwright

Voice: Smooth and feminine

Attributes [hide]

Guy Shipley, Male Human Fighter 4
Medium (5'4") Human, True Neutral (CR 4)
Armor Class 12
Hit Points 37 (4d10)
Speed 30 ft.
STRDEXCONINTWISCHA
14 (+2)14 (+2) 16 (+3)15 (+2) 13 (+1)7 (-2)
Skills Medicine +3, Persuasion +0
Senses Passive Perception 11
Languages Common, Aquan, Sylvan
Attacks Melee +4 / 1d10+2, Ranged +4 / 1d10+2, Grapple +2

Possessions: 37000 sp. Eyepatch with mock eye of sapphire and moonstone (1100 gp). A roughly beaten golden orb (120 gp). 1 Masterwork Common Melee.


Social Check DCs


Anselm Marlee, Male Human [Permalink]

Personal [hide]

Description: He wears a blue collared shirt and brown pants. He accessorizes with a green scarf around the waist and a strap diagonally across his shirt. He carries a battered whip and tarnished longsword as well. His long auburn hair reaches down to his waist. His eyes are blue and catlike.

Personality: He is a very philanthropic person; he spends his free time working at various soup kitchens. His job bores him to no end. He has decided to make it more interesting.

History: Anselm hails from a village terrorized by goblins. Anselm was a troubled youth. He spent his days as a hard laborer instead of attending school, and spent his evenings with numerous mobsters and gang members. Anselm decided he wanted neither the life of his father nor that of the evil petty criminals he associated with. During his early adolescence, he took a sudden opportunity while working the docks and commandeered a vessel that was left unmanned. Days after completing his studies, news broke out that his hometown was attacked by goblins. Anselm was horrified and prayed that his mother was alright. However, he heard that his mother had died fighting off the goblins.

Motivation: He wants revenge against goblins; and his name or reputation has been wronged in the past by goblins, and he desires to right it

Ideals: Fighting, Philantrophist. Bonds: Adventurer, Criminal record, Enemies. Occupation: Locksmith

Voice: Stutters

Attributes [hide]

Anselm Marlee, Male Human Fighter 3
Medium (6'2") Human, Neutral Evil (CR 3)
Armor Class 10
Hit Points 20 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
10 (+0)11 (+0) 11 (+0)8 (-1) 10 (+0)12 (+1)
Skills Athletics +2, Religion +1
Senses Passive Perception 10
Languages Common
Attacks Melee +2 / 1d8+0, Ranged +2 / 1d8+0, Grapple +1

Possessions: 6000 cp. 1 Masterwork Common Ranged Weapon.


Social Check DCs


Bertram Kenley, Male Human [Permalink]

Personal [hide]

Description: A hulking man with gigantic muscles, he wears a black armored body suit, with a simple blue line shooting up and back down. His red hair is thinning but still full. He is baby faced.

Personality: He is erratic and paranoid. He believes dire rats are coming to abduct people. He is a great chef.

History: He was raised in a white middle class family as the only child. Cursed with a spirit at a very young age, Bertram has worked very hard to control his curse. Days after completing his studies, news broke out that his hometown was attacked by dire rats. Bertram was horrified and prayed that his father was alright. However, he heard that his father had died fighting off the dire rats.

Motivation: To end his boredom.

Ideals: Gifted. Flaws: Mundane, Disease. Bonds: Enemies. Occupation: Barkeep

Voice: Irish accent

Attributes [hide]

Bertram Kenley, Male Human Fighter 3
Medium (6'0") Human, Lawful Good (CR 3)
Armor Class 12
Hit Points 25 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
5 (-3)14 (+2) 12 (+1)13 (+1) 15 (+2)12 (+1)
Skills Nature +3, Performance +3
Senses Passive Perception 12
Languages Common, Abyssal
Attacks Melee -1 / 1d8-3, Ranged +4 / 1d8+2, Grapple +2

Possessions: 600 sp.


Social Check DCs


Robert Brady, Male Human [Permalink]

Personal [hide]

Description: A pudgy man standing about 6'1" has a big stupid grin on his face most of the time. He very much looks the part of a Jeweler. His white hair is braided into rings. His face is full, his cheeks are rosy, and he always seems to sport a perfect smile and a twinkle in his brown eyes.

Personality: He does not believe in betrayal or weakness as things to be tolerated. He is obsessed with finding treasure.

History: He was born in a small plains village. Since his father passed away years ago, his mother had doted on him, and he came to think her himself as special and better than other people in town. A notion that was reinforced by his attractiveness, a trait in which he easily excels the other men of his town. When he grew older, he became a bit more civilized, usually hanging around bars and taverns. He began work as a mercenary for hire. He would embark on any mission as long as the price was right.

Motivation: Expand his business; and balancing his hectic life and new jeweler responsibilities is difficult

Ideals: Justice. Bonds: Job, Attractive, Adventurer, Nature. Occupation: Jeweler

Voice: pre-pubescent

Attributes [hide]

Robert Brady, Male Human Fighter 3
Medium (6'1") Human, Neutral Evil (CR 3)
Armor Class 13
Hit Points 17 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
12 (+1)16 (+3) 11 (+0)15 (+2) 7 (-2)12 (+1)
Skills Arcana +4, Survival +0
Senses Passive Perception 8
Languages Common, Giant, Infernal
Attacks Melee +3 / 1d8+1, Ranged +5 / 1d8+3, Grapple +3

Possessions: 300 gp.


Social Check DCs

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