Clemet Van Schiedem
Medium humanoid (hill dwarf), neutral
AC 13 (heavy armor house rule, padded armor, disadvantage Stealth and swim)
HP 51 (6d8+18)
Speed 25 ft
Str 12 (+1) Dex 13 (+1) Con 16 (+3) Int 14 (+2) Wis 10 (+0) Cha 14 (+2)
Skills athletics +3, history +4 (+6 stonework), intimidation +4, investigation +4, nature +4, performance +4, persuasion +4, sleight of hand +3
Tools (+2) accordion, draaiorgel (barrel organ), pipes, brewer's supplies, cartographer's tools, dice set
Saving Throws Charisma +4, Constitution +5 (advantage vs. poison)
Damage Resistances poison
Feats firearms expert, linguist
Senses darkvision 60 ft, passive perception 10
Languages English, Austrian, Dutch, French, Prussian, Spanish (broken), Swedish
Challenge 2 (XP 450); modified Bard-Fighter (special) 6
ROLEPLAYING
Bond. Return to Grace. Clemet seeks to regain the good graces of the Hague, and financing Captain Read Wallace's expedition for La Gloriosa seems a fine way of doing just that.
Ideal. Glory. Clemet lives to bask in the adulation of his peers. (Neutral)
Flaw. Clemet is a sucker for a pretty face.
Personality Trait. Clemet takes great pains to look his best and follow the latest fashions, no matter how garish.
FORTUNES
Whiskey Johnny, Contacts (Dutch nobility), Magic Trinkets (Dwarven Blunderbuss Pistol), Magic Trinkets (Gem of Brightness inset in monocle, several healing potions), Trading Company, Disgraced*, Enemy (Hugo Van Haan), Loose Lips, Vice (whoring)
[SBLOCK=New Fortune: Disgraced]
Disgraced: You've fallen far from a position of power and privilege. Among those who you formerly called peers, you are unwelcome and suffer disadvantage on all Charisma checks.[/SBLOCK]
TRAITS
Firearms Expert. Clemet ignores the loading quality of firearms, and being within 5 feet of a hostile creature doesn't impose disadvantage on his ranged attacks.
Monocle. Clemet has advantage on Intelligence (Investigation) checks to appraise or inspect items that are small or finely detailed.
Polyglot. Clemet can understand the gist of any language sharing the root of a language he knows, and for completely unknown languages he can make an Intelligence check to understand the basic idea.
ACTIONS
Pistol Sap. Melee weapon attack. Attack: +3 hit, reach 5-ft, one target. Hit: 3 (1d4+1) bludgeoning damage.
Dwarven Blunderbuss Pistol. Ranged weapon attack. Attack: +5 hit, range 30/90-ft, one target, loading, misfire (1). Hit: 12 (2d10+1) piercing damage, and target must make a DC 12 Strength save or be pushed back 10 feet and knocked prone.
Pistol Trick. Clemet fires one of the following types of shot from his blunderbuss pistol:
- Called Shot: Clemet suffers disadvantage on his attack, but on a hit he strikes a specific area on the target or shoots something off the target's body, like a belt from their waist or an apple from their head.
- Hampering Shot: Clemet shoots the target's leg. Hit: 12 (2d10+1) piercing damage, and target must make a DC 12 Constitution save or their speed is halved (round down) until receiving healing or taking a short rest.
- Quick Shot: Clemet draws his blunderbuss pistol, fires it, then returns it to its holster all as part of the same action.
- Scattershot: Clemet makes an attack against all creatures in a 10-ft diameter area. Hit: 6 (1d10+1) piercing damage.
Monocle Gem of Brightness. (25 charges) Clemet invokes one of these effects by speaking a Dutch command word:
- Light (1 charge): The monocle sheds bright light in a 30-ft cone, and dim light for an additional 30-ft. The light lasts until Clemet uses another function of the gem or uses a bonus action to extinguish the light.
- Blinding Beam (1 charge): A brilliant beam of light strikes a creature of Clemet's choosing within 60 feet. That creature must make a DC 15 Constitution save or be blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns.
- Blinding Flash (5 charges): The gem emits blinding light in a 30-ft cone originating from it. Each creature in the cone must make a saving throw as if struck by the blinding beam.
BONUS ACTION
Inspiration (2 times per short rest). Clemet can use his bonus action to inspire a creature within 60 feet with stirring words. Once within the next 10 minutes, the creature can add +1d8 to one ability check, attack roll, damage roll, or saving throw they make, or alternately may use their reaction to add +1d8 to their AC against a single attack.
Healing Liquor. Clemet regains 7 (2d4+2) hit points. He has a flask holding 4 healing potions worth.
REACTIONS
Cutting Words (expend 1 use of Inspiration). When a hostile creature within 60 feet that Clemet can see makes an attack roll, damage roll, or ability check, Clemet can utter a disheartening quip or cutting banter. The creature suffers a -4 (1d8) penalty to its roll provided it can hear and understand Clemet.
Marissa Van Schiedem
Medium humanoid (mountain dwarf), lawful evil
AC 14 (breastplate)
HP 32 (6d8+5)
Speed 25 ft
Str 12 (+1) Dex 10 (+0) Con 13 (+1) Int 14 (+2) Wis 14 (+2) Cha 16 (+3)
Skills arcana +4, deception +5, persuasion +5, religion +4, stone cunning +6
Tools (+2) forgery kit, smith's tools
Saving Throws Constitution +3 (advantage vs. poison), Wisdom +4
Damage Resistances fire, poison
Feats observant
Senses darkvision 60 ft, passive perception 17, passive insight 17
Languages English, Dutch, French, Italian, Portugese, Spanish
Challenge 2 (XP 450); Warlock (fiend) 6
ROLEPLAYING
Bond. Hide the Evidence. Marissa seeks to hide all evidence of her family's involvement in the plot to subvert the alliance between Spain and Sicily, including that which sunk with La Gloriosa.
Ideal. Family. Blood runs thicker than water. (Neutral)
Flaw. Marissa will sacrifice too much, go to any extreme, to get back at those who've wronged her. Also, she is deathly afraid of disease.
Personality Trait. Marissa hates to get her hands dirty, and won't be caught dead in unsuitable accommodations.
FORTUNES
Contacts (Spanish nobility), Retainers*, Trading Company, Disgraced*, Enemy (Hugo Van Haan), Phobia (Hypochondriac)
[SBLOCK=New Fortunes: Retainers, Disgraced]
Retainers: You are never without several attendants, bodyguards, and a majordomo. Often they can be explained as traveling with you on any ocean voyage you undertake, but when this defies logic, they might be newly recruited thru your charisma and promise of future pay, or even summoned thru magic if such means are within your power.
Disgraced: You've fallen far from a position of power and privilege. Among those who you formerly called peers, you are unwelcome and suffer disadvantage on all Charisma checks.[/SBLOCK]
TRAITS
Familiar. Marissa has a cat familiar, which she may swap senses with as an action (see find familiar in the PHB).
Lip Reading. If Marissa can see a creature's lips moving while it speaks a language she can understand, she can interpret what it is saying by reading its lips.
Spellcasting. Marissa casts spells as a 6th level warlock (spell save DC 13, spell attack +5). She has 2 spell slots which she casts at 3rd level; she refreshes these spell slots after a short rest.
Cantrips: eldritch blast (2 beams), friends, light, message, prestidigitation, shillelagh.
1st Level: burning hands (5d6), command, comprehend languages (ritual only), find familiar (ritual only), hellish rebuke (4d10), hex, identify (ritual only), illusory script
2nd Level: augury (ritual only), blindness/deafness, magic mouth (ritual only), mirror image, scorching ray (4 rays), suggestion
3rd Level: dispel magic, fear, feign death (ritual only), fireball (8d6), stinking cloud.
Subtle Casting. When not casting a spell that requires an attack roll or is otherwise vulgar, Marissa can hide that she is casting magic with a Charisma (Deception) check opposed by viewer's passive Perception or Insight.
ACTIONS
Rod (Shillelagh). Melee weapon attack. Attack: +5 hit (counts as magical), reach 5-ft, one target. Hit: 7 (1d8+3) bludgeoning damage.
Eldritch Blast. Ranged spell attack. (Make two attacks) Attack: +5 hit, range 120-ft, one target. Hit: 5 (1d10) force damage and the target is pushed 10 feet.
Gaze of Two Minds. Marissa touches a willing humanoid, and perceives thru its senses so long as she continues to spend an action to maintain the link, and the humanoid stays on the same plane of existence. While perceiving thru the humanoid's sense, Marissa is blind and deaf to her own surroundings, but she benefits from any special senses the creature possesses.