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Advanced [show]


Wymar Myerscough, Male Human [Permalink]

Personal [hide]

Description: His right thumb is blackened and bruised, but otherwise he appears quite healthy. He wears dull black sweaters, loose green pants, and alligator leather shoes. Beneath his sweater he keeps a concealed greataxe, just in case. He keeps his chestnut hair in a pixie cut. His thin eyebrows rest above his beady violet eyes.

Personality: He hates gnolls. He views them as having robbed his home of its proper glory. He receives visions of the future at random moments

History: He was born blind and as such lacked many opportunities for work. His mother was supposedly a charlatan fortune teller, but he insists his mother was legitimate. He was granted psionic powers by his dying brother.

Motivation: A deep hatred of gnolls; and he has a rivalry with the church that dominates his actions

Ideals: Gifted. Flaws: Ugly, Disease. Bonds: Enemies, Religious. Occupation: Weaver

Voice: Rhymes sentences (sorry)

Attributes [hide]

Wymar Myerscough, Male Human Fighter 4
Medium (6'6") Human, Lawful Neutral (CR 4)
Armor Class 11
Hit Points 27 (4d10)
Speed 30 ft.
STRDEXCONINTWISCHA
14 (+2)13 (+1) 11 (+0)17 (+3) 11 (+0)15 (+2)
Skills Intimidation +4, Investigation +5
Senses Passive Perception 10
Languages Common, Dwarven, Draconic, Druidic
Attacks Melee +4 / 1d10+2, Ranged +3 / 1d10+1, Grapple +2

Possessions: 400 gp.


Social Check DCs


Anselm Myerscough, Male Human [Permalink]

Personal [hide]

Description: Dark and lean, he is a relatively plain man. He wears a white vest with golden trim over his white shirt. His yellow leather gloves and pants are well-kept, and his white boots flare out at the collars. His hair is auburn and curly. He is very pretty but has cold, dead eyes.

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 invented a lineage for himself and claims to be descended from several legendary heroes.

History: He was born in a small desert village. When he was little, his rather wealthy family often ventured across the desert 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 desert due to the painful memories there. Anselm took refuge in the large cave and found the beat up club and armor he uses now. He spent several years traveling with his friend, before both settled down to enjoy the fruits of their adventures.

Motivation: He's looking for his big break; and he feels threatened by others

Flaws: Antagonistic, Fearful. Bonds: Attractive, Adventurer, Nature. Occupation: Shipwright

Voice: Indian accent

Attributes [hide]

Anselm Myerscough, Male Human Fighter 3
Medium (5'5") Human, True Neutral (CR 3)
Armor Class 11
Hit Points 24 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
12 (+1)12 (+1) 12 (+1)18 (+4) 14 (+2)16 (+3)
Skills Religion +6, Survival +4
Senses Passive Perception 12
Languages Common, Terran, Ignan, Orc, Auran
Attacks Melee +3 / 1d8+1, Ranged +3 / 1d8+1, Grapple +1

Possessions: 300 gp. 2 Smokesticks. 2 Smokesticks.


Social Check DCs


Thomas Sheldon, Male Human [Permalink]

Personal [hide]

Description: What flesh remains visible is marred by burns. He wears a brown costume with the symbols of strength on his torso. His head has been shaved. He wears an eyepatch.

Personality: He is extraordinarily passive and rarely speaks, let alone speaks his mind. He pushes his goals aggressively. He is also a coward if confronted.

History: He is the product a well kept family trust fund and as such has never really known need. Thomas 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. Thomas decided he wanted neither the life of his mother 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. He remains aloof and afraid to be himself due to all the ideals others have placed upon him.

Motivation: 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; and he is greedy

Flaws: Ugly, Shy, Fearful. Bonds: Rich, Criminal record. Occupation: Carpenter

Voice: High pitched and raspy

Attributes [hide]

Thomas Sheldon, Male Human Fighter 3
Medium (5'2") Human, Lawful Evil (CR 3)
Armor Class 10
Hit Points 18 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
6 (-2)11 (+0) 6 (-2)14 (+2) 14 (+2)12 (+1)
Skills Deception +3, Sleight of Hand +2
Senses Passive Perception 12
Languages Common, Gnoll, Goblin
Attacks Melee +0 / 1d8-2, Ranged +2 / 1d8+0, Grapple +0

Possessions: 400 gp.


Social Check DCs


Ernest Clapham, Male Human [Permalink]

Personal [hide]

Description: He wears a fancy green suit. He is bristling with hidden weapons, mostly nunchakus and pickaxes. He has silver hair. His eyes are brown and catlike.

Personality: He considers himself a man of culture and sophistication. He likes a good challenge to his wits. He is obsessed with his god.

History: He was always a brilliant, if unscrupulous mind. From his teen years he was always beautiful and desirable, so people have always doted on him. As of late he has set up a hidden staging nest where he ambushes people he hires for escort.

Motivation: His religion dominates his actions.

Ideals: Impeccable, Logical. Flaws: Insane. Bonds: Attractive, Criminal record, Religious. Occupation: Adventurer

Voice: Mumbles to self between sentences

Attributes [hide]

Ernest Clapham, Male Human Fighter 3
Medium (6'6") Human, Chaotic Evil (CR 3)
Armor Class 12
Hit Points 30 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
17 (+3)14 (+2) 16 (+3)15 (+2) 7 (-2)15 (+2)
Skills Medicine +0, Perception +0
Senses Passive Perception 10
Languages Common, Gnome, Elven
Attacks Melee +5 / 1d8+3, Ranged +4 / 1d8+2, Grapple +3

Possessions: 200 gp. Blue quartz (14 gp). Moonstone (30 gp). Zircon (30 gp).


Social Check DCs


Aldous Allerton, Male Human [Permalink]

Personal [hide]

Description: He is a husky man, who wears a tan tunic with green highlights, and long grey pants that bunch up around his shoes. He wears his silver hair up. His face is feral with sharp distinguishing features. His spectacle hidden eyes are a deep violet.

Personality: He takes his job very seriously, in part because he fears he cannot get a new one. He has a hair trigger and will fly into rage over the tiniest perceived slights.

History: His father raised him in a mountain cabin. His parents divorced when he was young, and his mother gained full cudstody. He was regularly beaten by his mother, who blamed him for driving them apart. He has gone from town to town till he finds a spot where he can set up a sustainable business.

Motivation: He'd like to take his coworkers down a peg; and his name or reputation has been wronged in the past by gnolls, and he desires to right it

Flaws: Antagonistic. Bonds: Job, Nature, Enemies. Occupation: Bather

Voice: Mumbles to self between sentences

Attributes [hide]

Aldous Allerton, Male Human Fighter 4
Medium (5'7") Human, Lawful Good (CR 4)
Armor Class 13
Hit Points 26 (4d10)
Speed 30 ft.
STRDEXCONINTWISCHA
15 (+2)17 (+3) 8 (-1)14 (+2) 8 (-1)12 (+1)
Skills Performance +3, Religion +4
Senses Passive Perception 9
Languages Common, Goblin, Celestial
Attacks Melee +4 / 1d10+2, Ranged +5 / 1d10+3, Grapple +3

Possessions: 500 gp. 1 Minor magic item.


Social Check DCs

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