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John Wilberforce, 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 brown robes with leather pauldrons. Though occasionally he wears more armor. He prefers to carry a monstrous two handed axe, but if one is not available he will default to his sword. His red hair is thinning but still full. His eyes, though not visible through his cowl, are hazel.

Personality: He will rave to anyone who will listen. He has a minor phobia of water and hates getting wet.

History: John lived on a farm with his mother, near the main road leading to a nearby town. 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 east. He now has a substantial network of resources ranging from contacts to ships to peers.

Motivation: Retire the richest man in the north; and his spouse's relatives view him with great suspicion

Ideals: Entrepeneur. Flaws: Insane, Fearful. Bonds: Family. Occupation: Armorer

Voice: Soothing and warm

Attributes [hide]

John Wilberforce, Male Human Fighter 4
Medium (5'9") Human, Neutral Good (CR 4)
Armor Class 10
Hit Points 28 (4d10)
Speed 30 ft.
STRDEXCONINTWISCHA
17 (+3)10 (+0) 12 (+1)13 (+1) 11 (+0)8 (-1)
Skills Arcana +3, Persuasion +1
Senses Passive Perception 10
Languages Common, Halfling
Attacks Melee +5 / 1d10+3, Ranged +2 / 1d10+0, Grapple +3

Possessions: 11000 cp. Aquamarine (700 gp). Lapis lazuli (8 gp). Jet (90 gp). 1 Minor magic item.


Social Check DCs


Thomas Lindsay, Male Human [Permalink]

Personal [hide]

Description: He wears bulky brown painted plate armor. He carries with him a set of swords, each one with a aquamarine on the hilt. He only wears one on his belt and the other on his back. His brown hair and beard is wavy and long. His face is scarred and worn.

Personality: He loves justice and goodness and right action. Anyone who does not fulfill this criteria perfectly will no doubt get a lecture from him. He is the most sanctimonious self-righteous Human in existence. He invites people to come help in his community garden.

History: Gifted from a young age, Thomas studied abroad. His parents enrolled him in a Fighter school at a young age so that he could practice his psionic talents. He used his abilities to travel the world and help people.

Motivation: Balancing his hectic life and new Hunter responsibilities is difficult; and he feels kind of lost in life

Ideals: Fighting, Justice, Philantrophist, Gifted. Flaws: Ugly. Occupation: Hunter

Voice: Raspy

Attributes [hide]

Thomas Lindsay, Male Human Fighter 4
Medium (5'4") Human, True Neutral (CR 4)
Armor Class 12
Hit Points 39 (4d10)
Speed 30 ft.
STRDEXCONINTWISCHA
14 (+2)15 (+2) 14 (+2)6 (-2) 11 (+0)9 (-1)
Skills Athletics +4, Nature +0
Senses Passive Perception 10
Languages Common
Attacks Melee +4 / 1d10+2, Ranged +4 / 1d10+2, Grapple +2

Possessions: 8000 cp. Fiery yellow corundum (1000 gp). Tourmaline (120 gp). Black pearl (1200 gp). Pink pearl (120 gp). 1 Half-Plate. 1 Banded mail. 1 Half-Plate. 1 Half-Plate.


Social Check DCs


Trym Tyndall, Male Human [Permalink]

Personal [hide]

Description: He wears rags and sports a simple walking cane. He is bristling with hidden weapons, mostly falchions and halberds. His hair is long and silver with streaks of chestnut, and is pulled back with small tan clips. His beard is chestnut, braided, and well cared for. Judging by the bloodshot nature of his eyes and the massive bags underneath them one would imagine he has not slept for days.

Personality: He thrives on attention. He does whatever is in his power to gain the attention of whomever he deems a fit date. He is lazy, self-centered, vain, and jealous.

History: When he was but 7 years old his parents immigrated from the east. 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. He hasn't been sleeping well lately.

Motivation: To get a good night's sleep; and he possesses a valuable artifact that the thieves guild wishes to steal

Flaws: Insomniac, Selfish. Bonds: Poor, Criminal record, Attractive, Immigrant. Occupation: Spy

Voice: Spits and sputters

Attributes [hide]

Trym Tyndall, Male Human Fighter 3
Medium (5'8") Human, Lawful Evil (CR 3)
Armor Class 13
Hit Points 30 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
8 (-1)16 (+3) 13 (+1)15 (+2) 17 (+3)14 (+2)
Skills Intimidation +4, Stealth +5
Senses Passive Perception 13
Languages Common, Gnoll, Dwarven
Attacks Melee +1 / 1d8-1, Ranged +5 / 1d8+3, Grapple +3

Possessions: 6000 cp. 1 Masterwork Common Ranged Weapon. 1 Masterwork Common Melee. 1 Masterwork Common Melee.


Social Check DCs


Bertram Garfield, Male Human [Permalink]

Personal [hide]

Description: A pudgy man standing about 6'3" has a big stupid grin on his face most of the time. He is bundled in multiple layers and is prepared for a desert trek wearing a turban that covers his face most of the time. His chestnut hair is matted, messy, and big. His hazel eyes are desperate and heavily dilated. He has the appearance of someone under the heavy influence of drugs.

Personality: He's a bit of a prankster. He knows he is clumsy and seen as such and will often feign amnesia after injury. His home and work are filled with various knick knacks he has acquired through the years. He cares a great deal for his adopted teenage son.

History: He got into the Marshal business at a young age. He sought a place where he would be rewarded solely on the merits of his skills. This search led him directly into Marshal work with an outfit from a few towns over. Marshal work suited him well, and with each successful project, he earned more gold and more respect from his peers. He became a Marshal soon after.

Motivation: Expand his business; and doesn't want to be a marshal and was forced into it by his family

Ideals: Joker. Flaws: Ugly, Addict. Bonds: Family, Job. Occupation: Marshal

Voice: Spanish accent

Attributes [hide]

Bertram Garfield, Male Human Fighter 3
Medium (6'3") Human, Neutral Evil (CR 3)
Armor Class 11
Hit Points 16 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
10 (+0)13 (+1) 7 (-2)14 (+2) 11 (+0)11 (+0)
Skills Religion +4, Survival +2
Senses Passive Perception 10
Languages Common, Goblin, Halfling
Attacks Melee +2 / 1d8+0, Ranged +3 / 1d8+1, Grapple +1

Possessions: 400 gp. 1 Climber’s kit. 1 Masterwork Artisan’s tools.


Social Check DCs


Manfred Willoughby, Male Human [Permalink]

Personal [hide]

Description: He wears baggy red pantaloons and a yellow scarf. His attire stands in sharp contrast to his club, which is beautifully polished and possesses an ornate carving of a skull on it. He sports a flattop hair cut. His fair skin shows little sign of his aristocratic breeding.

Personality: He is always cheerful, even with a hangover, and is always willing to go through all sorts of trouble to help his friends. He considers everything a fun event and doesn't hold grudges. He is a thrill seeker, he laughs at people and throws down challenges. He is highly competitive and combative.

History: He got into the Brewer business at a young age. He was an apprentice working in his mother's forge. He has gone from town to town till he finds a spot where he can set up a sustainable business.

Motivation: He has passion for adventuring and risk; and a need for knowledge about a nearby landmark

Ideals: Optimist. Bonds: Attractive, Adventurer, Job, Immigrant. Occupation: Brewer

Voice: Old Prospector

Attributes [hide]

Manfred Willoughby, Male Human Fighter 3
Medium (5'2") Human, Chaotic Evil (CR 3)
Armor Class 11
Hit Points 26 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
12 (+1)13 (+1) 13 (+1)10 (+0) 13 (+1)13 (+1)
Skills Medicine +3, Survival +3
Senses Passive Perception 11
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +3 / 1d8+1, Grapple +1

Possessions: 1100 sp. Blue quartz (5 gp). Star ruby (600 gp). Brown-green garnet (110 gp). 1 Masterwork Common Ranged Weapon. 1 Masterwork Common Melee. 1 Masterwork Common Melee.


Social Check DCs

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