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Advanced [show]


Gerald Winthrop, Male Human [Permalink]

Personal [hide]

Description: This dark-skinned male dresses like a well dressed Dyer does. He is tall, broad shouldered and powerfully built. He sports a long auburn beard, and similarly colored long hair. His fair skin shows little sign of his aristocratic breeding.

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 moves from fascination to fascination almost instantaneously. If something can keep his interest for a month it is impressive.

History: He was born to loving parents in a slum to 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 has drifted from career to career and currently works as a Dyer.

Motivation: To be a Animal Trainer again; and further expansion of business

Ideals: Joker. Flaws: Hedonist. Bonds: Job, Attractive, Poor. Occupation: Dyer

Voice: Mumbles to self between sentences

Attributes [hide]

Gerald Winthrop, Male Human Fighter 3
Medium (5'7") Human, Chaotic Neutral (CR 3)
Armor Class 10
Hit Points 25 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
14 (+2)10 (+0) 16 (+3)14 (+2) 15 (+2)13 (+1)
Skills Athletics +4, Sleight of Hand +2
Senses Passive Perception 12
Languages Common, Terran, Gnoll
Attacks Melee +4 / 1d8+2, Ranged +2 / 1d8+0, Grapple +2

Possessions: 300 gp.


Social Check DCs


Don Stanford, Male Human [Permalink]

Personal [hide]

Description: This man stands a little under 6'2" and is a bit bulky. He is very muscular particularly in the legs. He wears a fancy tan suit. He wears a colorful flower in his red hair. His hazel eyes lackadaisically let the world flow into them.

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 is vehemently anti-magic. All of it is evil and corrupting in his opinion.

History: Sold as a small child to a necromancer, Don was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. 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 north. He has since lost track of the people in his past.

Motivation: He feels threatened by others; and doesn't want to be a sailor and was forced into it by his family

Ideals: Joker, Opinionated. Flaws: Fearful. Bonds: Attractive, Mentor, Family. Occupation: Sailor

Voice: Uses sign language

Attributes [hide]

Don Stanford, Male Human Fighter 3
Medium (6'2") Human, Neutral Good (CR 3)
Armor Class 9
Hit Points 29 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
16 (+3)9 (-1) 12 (+1)8 (-1) 13 (+1)7 (-2)
Skills Intimidation +0, Religion +1
Senses Passive Perception 11
Languages Common
Attacks Melee +5 / 1d8+3, Ranged +1 / 1d8-1, Grapple +3

Possessions: 200 gp. 1 Half-Plate. 1 Darkwood Shield.


Social Check DCs


Dean Clare, Male Human [Permalink]

Personal [hide]

Description: A man with a friendly, welcoming air about him, he dresses in green turtlenecks beneath a brown coat with blue slacks. His white hair is unkempt and raggedy. His eyes are brown and he is always smoking a pipe.

Personality: Dean hangs on like a leech to those who appreciate him. It was this clingy personality that held back his singing career. He also has developed a complete distrust of the Carter profession.

History: A child with a great deal of singing talent his parents made sure he got the chance to thrive. When he was little, his rather wealthy family often ventured across the mountains 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 mountains due to the painful memories there. Dean took refuge in the old dungeon and found the beat up rapier and armor he uses now. He has worked as a Scribe like his mother before him.

Motivation: Expand his business; and sabotage a competitor

Ideals: Artistic. Flaws: Ugly. Bonds: Poor, Job, Nature. Occupation: Scribe

Voice: Creaky witch voice

Attributes [hide]

Dean Clare, Male Human Fighter 3
Medium (5'6") Human, Lawful Good (CR 3)
Armor Class 10
Hit Points 20 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
9 (-1)11 (+0) 12 (+1)12 (+1) 10 (+0)11 (+0)
Skills Intimidation +2, Religion +3
Senses Passive Perception 10
Languages Common, Infernal
Attacks Melee +1 / 1d8-1, Ranged +2 / 1d8+0, Grapple +0

Possessions: 3100 sp.


Social Check DCs


Bertram Eastaughffe, Male Human [Permalink]

Personal [hide]

Description: A man of a pale complexion, he dresses in collared shirts and wears a proper scarf over his head. His brown hair is slicked back into a classic pompadour. His eyes are violet and he is always smoking a pipe.

Personality: Bertram is a sociable creature first and foremost. He loves to listen to people at length before talking their ear off. He can carry on conversation for hours and will do so. He is a logical person and will generally grow upset if things defy logic and science.

History: A studious child he never was much for a social life, not because he was unlikable, but because he did not seek it out. Ostracized due to the necromantic powers of his oldest sister, he and his siblings struck out on their own. In the process these unassuming Humans became a terror of the countryside. He has since lost track of the people in his past.

Motivation: To unite with his sister; and his relatives are trying to arrange a marriage

Ideals: Extrovert, Logical, Gifted. Bonds: Family. Occupation: Mortician

Voice: Sensual and smooth

Attributes [hide]

Bertram Eastaughffe, Male Human Fighter 4
Medium (5'6") Human, Neutral Evil (CR 4)
Armor Class 12
Hit Points 43 (4d10)
Speed 30 ft.
STRDEXCONINTWISCHA
7 (-2)15 (+2) 16 (+3)12 (+1) 12 (+1)17 (+3)
Skills Deception +5
Senses Passive Perception 11
Languages Common, Gnome
Attacks Melee +0 / 1d10-2, Ranged +4 / 1d10+2, Grapple +2

Possessions: 200 gp. 1 Masterwork Uncommon Weapon. 1 Masterwork Common Ranged Weapon.


Social Check DCs


Clerebold Kenley, Male Human [Permalink]

Personal [hide]

Description: A man with a cold, calculating air about him, he prefers to wear fine silks, though has several suits of combat armor for his hunting needs. He has shaved his head bald. His blue unseeing eyes seem to look past you.

Personality: He is a jovial happy person, but he is convinced people are living their lives too quickly. He is susceptible to being scared and is in actuality easily frightened. He likes to tell stories.

History: Sold as a small child to a wizard, Clerebold was an assistant, and all too frequently test subject. He eventually earned his freedom when his former master disappeared. 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 leaves a trail of broken hearts and full pockets wherever he goes.

Motivation: He is terrified, and will act out of fear; and he is wracked by social anxiety

Ideals: Optimist. Flaws: Disease, Fearful. Bonds: Rich, Mentor, Attractive. Occupation: Fisher

Voice: Hard of hearing, loud

Attributes [hide]

Clerebold Kenley, Male Human Fighter 3
Medium (5'4") Human, Chaotic Neutral (CR 3)
Armor Class 10
Hit Points 28 (3d10)
Speed 30 ft.
STRDEXCONINTWISCHA
10 (+0)10 (+0) 16 (+3)11 (+0) 12 (+1)15 (+2)
Skills Arcana +2, Investigation +2
Senses Passive Perception 11
Languages Common
Attacks Melee +2 / 1d8+0, Ranged +2 / 1d8+0, Grapple +0

Possessions: 18000 cp.


Social Check DCs

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