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S’Chall Gudman

S’Chall is a fixer and lawyer for PACT. He travels to adventuring groups who are in need of non-lethal negotiation. S'Chall Gutman is a lawyer and rules advisor for the company known as PACT. He is often brought in for disputes with rival companies or organizations who challenge members of PACT. He known by Adventure Team Grimm for stepping in when Cog and Vom Fass were arrested by the Assembly of the Weave for crimes against magic. He was able to use several obscure laws and statutes to get them released before they could be gentled, or cut off from magic.
"Lady Mew, My name is S'chall Gutman from Head office. I believe some of your team are registering with the Assembly of the weave, is this correct?" Cog as you attempt to resist the idea of "Gentling" The Magus known as Costiture Cove gets a message. A novice comes up and whispers in his ear. You hear him say "What? Who did you say? Oh this is ridiculous, send him in." A Short figure walks through the door an air of authority about him. A Gnome man with his graying hair sweeping back from his temples much like Wolverine, he is dressed in maroon and black monk attire. He speaks "Master Cog, Not another word. I am from head office and I will correct this. Magus Cove release this individual immediately he is no mere Warlock and he is a member in good standing of the Premier Adventuring Company of Tellenheim. He is not under your authority. judging by the Assemblies own law, section 451 line b and c I believe? The part pertaining to sentient magical beings that are new to our plane of reality." Costiture Cove argues back "Now see here, your company cannot interfere with Assembly business! Tell Agrimor that --" S'chall counter with "Actually by the commerce guild's treaty with the Assembly of the Weave of SF 2943 we absolutely DO have the right to make sure that employees in good stead are exempt from any magical meddling by any magical guild or extradimensional / planar organization." Cove sputters once more but after some thinking and whispering by another wizard his jaw slams shut. He storms out of the room, and a novice comes over with a tepid smile and tells you that you are free to go.

Physical Description

General Physical Condition

Class & Level: Monk 8 (Way of the Open Hand) Background: Guild Merchant Alignment: Lawful Good Experience: 35,360 xp   ABILITY SCORES & ABILITIES (* includes +3 proficiency bonus; ** includes expertise, if any)   Strength 12 +1 ... Strength Ability Checks +4 ... Strength Saving Throws * +4 ... Athletics Skill * 180 lbs. ... Maximum Carrying Capacity 360 lbs. ... Max. Push or Drag (Speed -5 ft.) 360 lbs. ... Maximum Lift   Dexterity 17 +3 ... Dexterity Ability Checks +6 ... Dexterity Saving Throws * +3 ... Acrobatics Skill +3 ... Sleight of Hand Skill +3 ... Stealth Skill   Constitution 14 +2 ... Constitution Ability Checks +2 ... Constitution Saving Throws   Intelligence 10 +0 ... Intelligence Ability Checks +0 ... Intelligence Saving Throws +0 ... Arcana Skill +0 ... History Skill +0 ... Investigation Skill +0 ... Nature Skill +3 ... Religion Skill *   Wisdom 16 +3 ... Wisdom Ability Checks +3 ... Wisdom Saving Throws +3 ... Animal Handling Skill +6 ... Insight Skill * +3 ... Medicine Skill +3 ... Perception Skill +3 ... Survival Skill   Charisma 10 +0 ... Charisma Ability Checks +0 ... Charisma Saving Throws +0 ... Deception Skill +0 ... Intimidation Skill +0 ... Performance Skill +3 ... Persuasion Skill *   COMBAT [PHB p. 189]   13 ... Passive Perception +3 ... Initiative Modifier   Armor Class 16 ... Armor worn: None (Unarmored Defense Feature)   40 ft. Speed ... Base distance per move   59 hit points ... 8d8 Hit Dice   Martial Arts. Melee Weapon Attack: +6 to hit, reach 5 ft. Hit: 1d6+3 bludgeoning damage. Strike counts as magical to overcome target's resistence to nonmagical attacks and damage. Make unarmed strike as bonus action.   Dart. Ranged Weapon Attack: +6 to hit. Hit: 1d4+3 piercing damage. (Normal range to 20 ft.; disadvantage long range 21 to 60 ft.)   Martial Arts During A Turn: Counting actions and bonus actions, make three unarmed attacks or one weapon attack plus two unarmed attack in turn. Or, for 1 ki point, make four unarmed attacks in a turn. (Opportunity attack is a seperate reaction, do once per round.)   FEATURES, TRAITS, SPECIAL ABILITIES   Proficiencies & Languages • Proficiency Bonus: +3 • Armor: none • Weapons: simple weapons, shortsword • Tools: one type of artisan's tools, cartographers tools • Saving Throws: Strength, Dexterity • Skills: Athletics, Insight, Persuasion, Religion • Languages: Common, Dwarvish, Gnomish   Rock Gnome Traits [PHB p. 35] • Age: 153 years old • Medium Size (3' 3", 39 lbs.) • Darkvision (60 feet) • Gnome Cunning (adv. on Intelligence, Wisdom, Charisma saving throws vs. magic) • Artificer's Lore (History bonus) • Tinker (craft devices)   Ki Energy [PHB p. 78] • 8 ki points betw. short or long rests   Class Features [PHB p. 76] • Unarmored Defense (AC) • Martial Arts (1d6, bonus attack) • Flurry of Blows (1 ki for two unarmed attacks as bonus action) • Patient Defense (1 ki for Dodge as bonus action) • Step of the Wind (1 ki for Disengage or Dash as bonus action, jump distance doubled) • Unarmored Movement (higher speed) • Deflect Missiles (reduce by 1d10+11) • Open Hand Technique (Flurry of Blows may Dex. save or prone, Str. save or pushed back 15 feet, or spoil reactions) • Slow Fall (-40 damage) • Extra Attack (2/attack) • Stunning Strike (1 ki point, Constitution save or stunned) • Ki-Empowered Strikes (unarmed counts as magical) • Wholeness of Body (regain 24 h.p. once betw. long rests) • Evasion (area effect half or no damage) • Stillness of Mind (end charmed or frightened)     Guild Merchant Features [PHB p. 132] • Guild Membership   EQUIPMENT & TREASURE   Carried Gear: shortsword, ten (10) darts, belt pouch, set of common clothes, set of traveler's clothes, merchant's scale, a letter of introduction from your guild   Coins & Gems: 677 gold pieces (gp 68 silver pieces (sp 16 copper pieces (cp 3 gems (worth 50 gp each)

Mental characteristics

Personal history

As a young Gnome from the Fletching, out west, S’Chall grew up in a merchant family. His family had sold building materials and livestock feed for generations.  Both of his parents were law abiding to a fault and incredibly strict with every rule whether it was their own or the local Governor’s.  They groomed S’Chall and his brothers and sisters to be a part of the business and create their own store when they turned 22.  At this point S’Chall rebelled and ran off into the forest realms and began adventuring.  After seeing some battles against dangerous creatures and some minor skirmishes in the elven lands he decided to learn how to fight more honorably and with less bloodshed.  He joined the Echerama Monsatery in the city of Orahero and learned they ways of the monks there.  The monks were not only incredible martial artists but also lore masters and intellectuals.  They studied laws of all major areas of Tanaheim, including the complex political situation in the East.  
After graduating he was sent as a traveling peace keeper and emissary to Penthos.  He studied the House system there and sent off notes to the Monastery from time to time.  Eventually he got restless again and began to take on side jobs.  One of those was with a wizard named Agrimor who set him up with an adventuring party.  After learning of Agrimor’s new idea of PACT he became intrigued and is now on retainer to help parties in need of non lethal negotiation.
Children

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