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Advanced [show]


Charles Wakefield, Male Human [Permalink]

Personal [hide]

Description: His left thumb is blackened and bruised, but otherwise he appears quite healthy. He wears a tan costume with the symbols of magic on his torso. He has a long auburn beard with little hanging trinkets. His skin is flawless and his green eyes scan people very quickly.

Personality: Abrasive and pushy, he has a hard time making friends. 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: Charles was born to in a poor docking district. He spent his early days working in the same smith shop his father was employed at, doing general labor. Being born in the south, 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 south 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. When his spouse passed he lost his only source of income but claims to his sons to still be retired.

Motivation: Doesn't want to be a Miller and was forced into it by his family.

Flaws: Antagonistic. Bonds: Attractive, Slave, Poor, Family. Occupation: Miller

Voice: Boston accent

Attributes [hide]

Charles Wakefield, Male Human Fighter 3
Medium (5'10") Human, Neutral Good (CR 3)
Armor Class 10
Hit Points 33 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
14 (+2)11 (+0) 12 (+1)11 (+0) 11 (+0)11 (+0)
Skills Medicine +2, Performance +2
Senses Passive Perception 10
Languages Common
Attacks Melee +4 / 1d8+2, Ranged +2 / 1d8+0, Grapple +2

Possessions: 19000 cp. 1 Masterwork Common Ranged Weapon.


Social Check DCs


Gerard Coombs, Male Human [Permalink]

Personal [hide]

Description: He wears black leather gloves, a black jacket, and tight pants. He is bristling with hidden weapons, mostly rapiers and falchions. He has styled his white hair well, parting it to the left. 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 will use flattery and sarcasm to attack and weaken his opponents. Despite his formidable combat skills he remains a coward. The war was a terrible time for him, and Gerard does not often speak of it. When he does, he does so with a strained expression and tears in his eyes.

History: He was born to a criminal king-pin and mafia family When Gerard reached his early adolescence his Human father passed away. Feeling disconnected from the small nearby village afterwards, he decided to travel. His rounds led him into the Army with a few individuals who would become his life-long companions. He would ruin relationships and cause injury. He was reprimanded several times before being given his current form and forced to learn humility.

Motivation: To fight the greatest warriors and to fight in the greatest battles ever; and he has comitted a past crime that haunts him to this day

Ideals: Fighting. Flaws: Insomniac, Depressed. Bonds: Criminal record, Military. Occupation: Barkeep

Voice: Farmer accent

Attributes [hide]

Gerard Coombs, Male Human Fighter 3
Medium (6'4") Human, Chaotic Evil (CR 3)
Armor Class 12
Hit Points 21 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
6 (-2)14 (+2) 15 (+2)9 (-1) 12 (+1)14 (+2)
Skills Arcana +1, Medicine +3
Senses Passive Perception 11
Languages Common
Attacks Melee +0 / 1d8-2, Ranged +4 / 1d8+2, Grapple +2

Possessions: 300 gp.


Social Check DCs


Bertram Shelby, Male Human [Permalink]

Personal [hide]

Description: He is constantly adorned with expensive silk clothing, often dyed in bright black and yellow, and wears rings and necklaces with large, colorful gems. His golden hair is cut short with large spiked bangs in the front. His hazel eyes dart around the room hyper actively observing anyone and anything.

Personality: He is unhospitable to his core. His small house has "No trespassing" Signs all over it. He is a ruthless business man, a trait he acquired from his mother.

History: Bertram lived on a farm with his mother, near the main road leading to a nearby town. In his formative years he discovered how persuasive he was. He began using that to his advantage selling useless wares at inflated prices. He has worked as a Mayor like his mother before him.

Motivation: He's looking for his big break; and an old rival family wants him found

Ideals: Entrepeneur. Flaws: Antagonistic. Bonds: Rich, Family, Job, Adventurer. Occupation: Mayor

Voice: Gruff and masculine

Attributes [hide]

Bertram Shelby, Male Human Fighter 3
Medium (5'1") Human, Chaotic Good (CR 3)
Armor Class 12
Hit Points 20 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
13 (+1)14 (+2) 10 (+0)11 (+0) 11 (+0)8 (-1)
Skills Investigation +2
Senses Passive Perception 10
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +4 / 1d8+2, Grapple +2

Possessions: 400 gp. 1 Masterwork Common Ranged Weapon.


Social Check DCs


Alexandre Alston, Male Human [Permalink]

Personal [hide]

Description: He wears grey robes with leather pauldrons. Though occasionally he wears more armor. He prefers to carry a trident, but if one is not available he will default to his nunchaku. He has a slight overbite and is overall scrawny. His blonde hair is thinning but still full. His amber eyes lackadaisically let the world flow into them.

Personality: Quiet and reserved he prefers to listen than to talk. He will nod occasionally and communicate nonverbally. His actions favor neither the good nor the evil, as he answers to a power that mortal men fail to acknowledge.

History: He was raised by priests from a young age. He dropped out of school before completing his studies. He routinely visits covens of witches but complains that many are fraudulent and lack true knowledge of magic.

Motivation: His religion dominates his actions; and to share knowledge with the world

Ideals: Logical. Flaws: Shy. Bonds: Religious, Mentor. Occupation: Merchant

Voice: Adds syll-ab-les for em-pha-sis

Attributes [hide]

Alexandre Alston, Male Human Fighter 4
Medium (5'8") Human, Lawful Good (CR 4)
Armor Class 9
Hit Points 34 (4d10)
Speed 30 ft.
STRDEXCONINTWISCHA
12 (+1)8 (-1) 17 (+3)14 (+2) 15 (+2)13 (+1)
Skills Insight +4, Investigation +4
Senses Passive Perception 12
Languages Common, Auran, Druidic
Attacks Melee +3 / 1d10+1, Ranged +1 / 1d10-1, Grapple +1

Possessions: 11000 cp. Rhodochrosite (11 gp). Fire opal (1000 gp). Blue quartz (11 gp). Peridot (30 gp).


Social Check DCs


Thomas Ridley, Male Human [Permalink]

Personal [hide]

Description: A man with a friendly, welcoming air about him, he wears pastel robes with leather pauldrons. Though occasionally he wears more armor. He prefers to carry a scythe, but if one is not available he will default to his warhammer. His hair is golden and very short. His brown eyes are desperate and heavily dilated. He has the appearance of someone under the heavy influence of drugs.

Personality: He has a good heart but also a terrible temper. He will forgive often but not before yelling and berating someone for whatever they have done wrong. He is a very good compulsive liar and kleptomaniac.

History: He grew up in a lower middle class home, but living comfortably wasn't enough. He moved out south to avoid the crime he committed. He's since become an addict/alcoholic.

Motivation: Seeks redemption; and he will attempt to ambush and attack anyone he thinks he can take on alone and try to knock them out with non-lethal damage. if successful, he will try to sell them to his slave-trader contact

Flaws: Addict, Antagonistic, Mundane. Bonds: Criminal record. Occupation: Healer

Voice: Speaks with lower jaw sticking out

Attributes [hide]

Thomas Ridley, Male Human Fighter 3
Medium (5'10") Human, Lawful Evil (CR 3)
Armor Class 10
Hit Points 20 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
7 (-2)10 (+0) 14 (+2)13 (+1) 17 (+3)14 (+2)
Skills Acrobatics +2, Persuasion +4
Senses Passive Perception 13
Languages Common, Undercommon
Attacks Melee +0 / 1d8-2, Ranged +2 / 1d8+0, Grapple +4

Possessions: 2000 sp.


Social Check DCs

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