Thursday, July 31, 2025

Jake Spicer, Catfolk Gunslinger

 

Name: Jake Spicer
Ancestry: Catfolk / Class: Fighter / Archetype: Gunslinger / Level: 8 / Background: Cowboy

Attributes 
Str: 14 / +2
Dex: 20 / +5
Con: 14 / +2
Int: 14 / +2
Wis: 14 / +2
Cha: 14 / +2

 Saves 
Str: +5
Dex: +5
Con: +5
Int: +1
Wis: +1
Cha: +2

Info 
AC: 17 (Reinforced Coat)
Ini: +9
PB: +3
Perception: +5 / 15
HP: 68

Revolver, Cold Snap: Attk: +8 / D: 1d10+5 + 1d6 (Cold) / R: Near

Rifle: Attk: +8 / D: 1d12+5 / R: Far

Knife: Attk: +8 / D: 1d4+5 / R: Thrown

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit

Notes 
Catfolk: Darkvision. Cat's Luck (1/Long Rest): Roll with an Advantage on a Dex Save of the Catfolk's choice. Natural Hunter: Gain Proficiency with Perception and Stealth skills. Sprinter: When using Dash of Disengage action, add +10 ft. to movement.

Skills: Animal Handling: +5, Athletics: +5, Perception: +5, Persuade: +5, Stealth: +8, Survival: +5 / Tool Kits (+3): Dice Set, Fiddle, Gunsmith's Tools, Vehicles (L)

Feats: Alert, Gunner

Second Wind (1/Short Rest): Heal 1d10+8 in lost hit points. Extra Attack: Take 2 attacks in a round.

Action Surge (1/Short Rest): Take a second action during 1 turn. 

 Wild Stallion (Casting: +5 / Save: 13) - Can perform a ritual to attract and maintain a mount using the find steed spell.

True Grit 
Grit Points: 4

Fan the Hammer, Fast Hands, Iron Sights

Notes 

  • Jake Spicer is one of the beastfolk from the Sphere Falyn. He comes a planet within the sphere known as Avonlea. Once a similarly wooded planet as Falyn, Avonlea has embraced metallurgy and technological progress as exemplified by Jake's profession as a gunslinger.
  •  Is another passenger aboard the Grey Katherine along with Bucky Highway and captained by Caroline Sorenson. The Katherine has performed a full tour of the Falyn sphere before making its way back into the Astral Sea.
  • Weapon of choice - Revolver. Jake carries a magically enchanted Cold Snap revolver. On a command word, every cartridge or ball shot can carry an enchantment of cold that strikes the target. While the command is active, Jake is resistant to Fire damage.

Wednesday, July 30, 2025

Minerva Pennyweight-Felmeter, Goblin Alchemist

 

Name: Minerva Pennyweight-Felmeter
Ancestry: Goblin / Class: Artificer / Specialty: Alchemy / Level: 8 / Background: Inventor

Attributes 
Str: 11 / +0
Dex: 14 / +2
Con: 14 / +2
Int: 16 / +3
Wis: 14 / +2
Cha: 16 / +3

Saves 
Str: +0
Dex: +2
Con: +5
Int: +6
Wis: +2
Cha: +3
Info 
AC: 13 (Leather)
Ini: +2
PB: +3
Perception: +2 / 12
HP: 59

Dagger: Attk: +5 / D: 1d4+2 / R: Thrown

Acid: Attk: +5 / D: 2d6+3 / R: Thrown

Gear: Backpack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Hearthstone, Gloves of Thievery

Traits 
Goblin: Darkvision. Iron Will: Advantage on Save vs. Charm. Fury of the Small (3/Long Rest): Add +3 to damage to target of choice. Nimble Escape (1/Round): As a Bonus Action, a Goblin can take a Disengage action.

Skills: Arcana: +6, Investigation: +6, Persuade: +6, Stealth: +5 / Tool Kits (+3): Alchemy Kit (+6), Poisoner's Kit

Feats: ASI (I), Poisoncraft

Infusions Known / Active: Alchemy Jug, Arcane Focus, Bag of Holding, Enhanced Defense, Mind Sharpener, Spell Refueling Elixir / Arcane Focus, Spell Refueling Elixir

Experimental Elixir (2/Long Rest): Can create up to 2 Experimental Elixirs without having to spend Spell Slots. When consumed, roll on the Elixir Table to determine what effects the imbiber receives.

Tool Expertise (Alchemy Kit): Gain Expertise when using an Alchemy Kit.

Spellcasting 
Attk: +6 / Save: 14

0: Acid Splash, Resistance

1st - Slots: 4: Absorb Elements, Cure Wounds, Grease + Healing Word, Ray of Sickness

2nd - Slots: 3: Aid, Blur, Enhance Ability + Acid Arrow, Flaming Sphere

Notes 
  • Minerva Pennyweight-Felmeter is one of the wives of Staniwick Felmeter. She is a goblinette from Ratchet before meeting Staniwick on the Speedbarge and becoming his lover and later one of his wives. With Staniwick, she has three girls with Staniwick: Septima, Allegra, and Minerva (Minerva the Younger)
  • Is the daughter of Octavian and Drusilla Pennyweight, the founders of 'Pennyweight Clan.' A subsidiary airship transport of peanut farming concern under the umbrella of the Steamwheedle Cartel. She is the only daughter out of nine children that Octavian produced.
  • While she has been a part-time radio personality and entrepreneur, her main interests lie in alchemy as opposed to tinker science. She has brewed a little bit of everything, from healing potions to deadly toxins.

Tuesday, July 29, 2025

Roko, Kobold Basilisk Ranger

 

Name: Roko
Ancestry: Kobold / Class: Ranger / Path: Path of the Beast Master / Level: 8 / Background: Outlander

Attributes 
Str: 11 / +0
Dex: 18 / +4
Con: 16 / +3
Int: 14 / +2
Wis: 15 / +2
Cha: 14 / +2

Saves  
Str: +3
Dex: +7
Con: +3
Int: +2
Wis: +2
Cha: +2

Info 
AC: 16 (Reinforced Leather)
Ini: +4
PB: +3
Perception: +2 / Passive: 12
HP: 76

Light Crossbow: Attk: +7 / D: 1d8+4 / R: Near

Shortsword: Attk: +7 / D: 1d6+4 / R: Melee

Shortspear: Attk: +7 / D: 1d6+4 / R: Thrown / Special: Reach

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Rations (Pet), Whistle of Charm Animal

Traits 
Kobold: Darkvision. Distraction (1/Short Rest): Provoke a distraction that gives allies an Advantage on attacks against enemies within 10 ft. of the Kobold. Pack Tactics: Gain Advantage on Attacks when an enemy is within 5 ft. of an ally and the ally is not incapacitated. Sunlight Sensitivity: Gain Disadvantage on Perception checks under bright sunlight conditions.

Skills: Animal Handling: +5, Athletics: +6, Investigation: +5, Stealth: +7, Survival: +5 / Tool Kits (+3): Drum, Leatherworking Kit

Feats: Crossbow Expert, Skulker

Fighting Style: Blind Fighting 

Deft Explorer: Canny (Athletics) - Gain Expertise in chosen subject / Roving: +5 Ft. Movement - Can swim and climb at speed equal to walking (30 ft.)

Favored Foe (Humanoids): +2 Damage; Advantage on tracking humanoids.

Coordinated Assault (1/Round): Once per round, as a Reaction, the Basilisk can make a second attack against a target. 

Beast's Defense: While in visual range, a Bestial Companion gains an Advantage on all Saving Throws it makes. 

Spellcasting 
Attk: +5 / Save: 13

1st - Slots: 4 Absorb Elements, Cure Wounds, Hunter's Mark + Speak With Animals

2nd - Slots: 3: Barskin, Find Traps + Beast Sense 

Name: Roko's Basilisk
Juvenile Basillisk  

Attributes 
Str: 14 / +2
Dex: 10 / +0
Con: 13 / +1
Int: 2 / -4
Wis: 8 / -1
Cha: 6 / -2

Info 
AC: 16 (Natural)
Ini: +0
PB: +3
HP:  53

Bite: Attk: +7 / D: 1d8+6 + 1d6 (Poison)

Petrifying Gaze (Range: 15 ft. / Fort Save: 14 Negates): Targets who stare at the Basilisk must make a Con Save or become Slowed and Restrained until the end of the target's next turn.

Notes 

  • Roko is a Kobold Ranger, Beast Maser, and Basilisk trainer who has survived in the Underdark since venturing from his clan living in the Sunless Citadel and made his way to the lonely Underdark city of Nelo Rathmes. One of the few outposts of Eillistraee worshiping drow, and one of the realm Underdark communities that would not immediately enslave Roko.
  • Carries a specialized 'Whistle of Animal Charming' that Roko uses to charm Underdark animal life, specifically giant lizards, giant spiders, and other reptiles or vermin that survive in the deep earth. At any given time, in addition to his Basilisk, Roko can have up to 4 giant lizards serve him when attuned to his whistle.
  • Name of his Basilisk? 'Roko's Basilisk' - Roko may be adept at surviving, but he's not always the best when it comes to naming conventions.

Monday, July 28, 2025

Duncan McGregor, Undead Gallowglass

 

Sir Duncan McGregor 
Medium undead (human), lawful evil 

Attributes 
Str: 18 / +4
Dex: 12 / +1
Con: 16 / +3
Int: 11 / +0
Wis: 13 / +1
Cha: 14 / +2

Saving Throws Con +6, Wis +4
Skills Athletics +7, Perception +4
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities poisoned, exhaustion
Senses darkvision 120 ft., passive Perception 14
Languages Common, understands Elvish and Infernal (can’t speak Infernal)
Challenge 7 (2,900 XP) | Proficiency Bonus +3 

Greatsword (Specialized). Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 15 (2d6 + 5) slashing damage plus 7 (2d6) necrotic damage.

Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target.
Hit: 6 (1d10 + 1) piercing damage.

Reactions 
Parry. Sir Duncan adds 3 to his AC against one melee attack that would hit him. To do so, he must see the attacker and be wielding a melee weapon.

Traits 
Undead Fortitude. If Sir Duncan is reduced to 0 hit points, he makes a Constitution saving throw with DC 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, he drops to 1 hit point instead.

Weapon Specialization. Sir Duncan wields a massive greatsword with deadly precision. He gains a +1 bonus to attack and damage rolls with it (included above).

Protector’s Duty. When a creature Sir Duncan can see attacks an ally within 5 feet of him (typically Prince Brannart), he can use his reaction to impose disadvantage on the attack roll.

Defender’s Presence. Allies within 5 feet of Sir Duncan gain a +1 bonus to AC while he is conscious.

Poison Immunity. Immune to poison damage and the poisoned condition.

Legendary Bodyguard. If an ally Sir Duncan can see within 30 ft. would be reduced to 0 HP, he may immediately move up to half his speed and become the target of the attack or effect instead, taking the damage himself.


Legendary Actions

Sir Duncan can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Sir Duncan regains spent legendary actions at the start of his turn. 
  • Greatsword Attack. Sir Duncan makes one greatsword attack.
  • Bodyguard’s Step. Sir Duncan moves up to half his speed toward an ally without provoking opportunity attacks.
  • Menacing Glare. One creature Sir Duncan can see within 30 feet must succeed on a DC 14 Wisdom saving throw or be frightened of him until the end of its next turn.

Notes 

  • Sir Duncan, Undead Gallowglass, is from an alternate Glantri where Duncan's uncle and laird, Prince Brannart, has slain and raised his nephew to be a skeleton champion and bodyguard. Duncan retains a portion of his free will, despite certain familial and necromatic obligations that bind him to his Uncle, a Lich.
  • Similar to his uncle, Duncan wears the cap and tartan colors of the McGregor Clan. Because he has now become a skeleton similar to Prince Brannart, some wonder if this is a clever ploy to confuse possible assassins. As skeletons, the two look very much alike. The differences come into play when one uses spells and the other draws a claymore.
  •  Specialty is as a Gallowglass with special abilities that provide protection to target ally, typically to his hated liege, Prince Brannart.

Friday, July 25, 2025

Nikita Lowlight, Half-Elf Rebel

 

Name: Nikita Lowlight
Ancestry: Half-Elf / Class: Rogue / Level: 5 / Archetype: Guerilla / Background: Rebel

Attributes 
Str: 14 / +2
Dex: 17 / +3
Con: 15 / +2
Int: 13 / +1
Wis: 10 / +0
Cha: 16 / +3

Saves 
Str: +2
Dex: +6
Con: +2
Int: +4
Wis: +0
Cha: +3

Info 
AC: 15 (Reinforced Coat)
Ini: +3
PB: +3
Perception: +3 / 13
HP: 38

Blaster Auto-Pistol: Attk: +6 / D: 1d10+3 / R: Near / Special: Burst Fire (Dex 15 Negates); Damage Type (Force)

Shortsword: Attk: +6 / D: 1d6+3 / R: Melee

Dagger: Attk: +6 / D: 1d4+3 / R: Thrown

Gear: Pack, Canteen, Rations, Bedroll, Sunrod, Commlink

Notes 
Half-Elf: Darkvision. Fey Ancestry: Advantage on Saves vs. Charm; Cannot be put to sleep magically. Skill Versatility: Begin play with a free Proficiency in a Skill of the Half-Elf's choice.

Skills: Acrobatics: +6, Athletics: +5, Intimidate: +6, Perception: +3, Persuasion: +6, Sleight of Hand: +6, Stealth: +6 / Tool Kits (+3): Card Set, Thieves' Tools, Vehicles (Land)

Feats: Telepathic

Sneak Attack: 3d6 / Cunning Action (1/Round): Dash, Disengage, and Hide

Uncanny Dodge (1/Round): Once per round, as a Reaction, a Rogue can halve incoming damage that they see coming.

Guerilla Warfare: When ambushing a target, a Rogue adds bonus damage equal to their level (+5) on their first attack. They treat improvised weapons as finesse weapons.

Guerilla Maneuvers (# of Dice: 4 / Dice Type: d6 / Save: 14) - Maneuvers: Disarm, Push, and Trip

Notes 

  • Nikita 'Nikki' Lowlight is a Half-Elf rebel from the world of Arsenal. A science-fantasy realm where crystalline powered firearms are common features along with swords and and spells. Nikita's 'blaster' for instance is powered by gemstones such as amethyst or tanzanite and fires bolts of concentrated force energy. Other weapons include fire-based blazers (powered by rubies or garnets), cold-based chillers (powered by sapphire or aquamarines), and more.
  • Nikita is a Guerilla, a Rogue who knows a few fighter tricks in addition to her Rogue talents. She is the first in to hit, the first to fade. Her group targets The Authority. The paramilitary operation that is holding her city captive under its oppressive rule.
  • Her feat of choice: Telepathy. Although she is not a true spellcaster, Nikita has developed a sense of telepathy that allows her general communication with willing targets and a once per long rest use of Detect Thoughts to try and learn the secrets of a target.

Thursday, July 24, 2025

Bucky Highway, Beaverfolk Paladin

Name: Bucky Highway
Ancestry: Beaverfolk / Class: Paladin / Level: 6 / Background: Folk Hero / Oath: The Ancient Ones

Attributes 
Str: 16 / +3
Dex: 13 / +1
Con: 16 / +3
Int: 12 / +1
Wis: 14 / +2
Cha: 15 / +2

Saves 
Str: +4
Dex: +2
Con: +4
Int: +2
Wis: +6
Cha: +6

Info 
AC: 16 (Ring Mail + Cloak of Protection)
Ini: +1
PB: +3
Perception: +5 / 15
HP: 58

Greatsword: Attk: +6 / D: 2d6+3 / R: Melee

Dagger: Attk: +6 / D: 1d4+3 / R: Thrown

Bite: Attk: +6 / D: 1d6+3 / R: Melee / Special: Natural

Traits 
Beaverfolk: Riverkin: Gain swimming speed equal to normal movement. Can hold breath for x2 rounds. Bite (Natural Attack): 1d4 + Str or Dex. Natural Tools (Teeth and Tail): Beaverkin can use their strong tails and teeth for carpentry and masonry. They begin play with Proficiency in those tools.

Skills: Animal Handling: +5, Athletics: +6, Insight: +5, Perception: +5, Survival: +5 / Tool Kits (+3): Carpenter's Tools, Mason's Tools, Smith's Tools, Vehicles (Land)

Feats: Extra Breed Traits (Powerful Build; Keen Sense (Hearing/Scent))

Fighting Style (Great Weapon): When using a two-handed weapon, gain a minimum threshold equal to Average - 1. Two Handed Sword Average (5 + Str (3)). Regardless of dice rolls, the weapon will at least deal this much damage.

Divine Sense (3/Long Rest): Three times per Long Rest, a Paladin can sense Celestial, Diabolical, and Infernal beings. A Paladin of the Ancient Ones can also sense Fey and Feywilde beings.

Lay on Hands (30 Points / R: Touch) Touching target ally can either heal them in 5 point increments, or a Paladin can spend 5 points to end an effect.

Divine Health: The Paladin is immune to disease.

Extra Attack: A Paladin may attack twice in a round.

Aura of Protection (R: 10 feet): Grant allies a bonus to Saving Throws equal to Charisma (minimum 1)

Channel Divinity - Nature's Wrath (1/Short Rest / Save: 13): Target creature are ensnared in divine mud and vines and must make a Saving Throw every round to break from this divine entanglement.

Spellcasting 
Attk: +5 / Save: 13

Divine Smite: Can spend Spell Slots to fuel Radiation attacks. 1st Level Spells: 2d8 / 2nd Level Spells: 3d8

1st - Slots: 4: Cure Wounds, Divine Favor, Shield of Faith, Thunderous Smite + Ensnaring Strike, Speak with Animals

2nd - Slots: 2: Ward Against Spells + Moonbeam, Misty Steps

Notes 

  • Bucky Highway is a Beaverkin Paladin from a quiet crystal sphere Falyn and a quiet, wooded planet that shares the same name as the sphere. He is a questing Paladin, serving on behalf of the Divine Root, also known as Oakfather, or Silvanus in Faerun. He would be happy to be a simple woodworker, living along the banks of his river community if he was not commanded by divine authority to accompany a Cleric on a quest.
  • Is currently a passenger aboard the Grey Katherine captained by Caroline Sorenson. The Katherine is known to pass through Falyn and have dealing with the Beastfolk that are native to the planet and sphere.
  • Weapon of choice: Greatsword - Riverwrath. Bucky's magic item of choice is a scarlet Cloak of Protection that he often travels in.

Wednesday, July 23, 2025

Ganjot Popinjay, Giff Bodyguard and Gentleman's Gentleman

 

Name: Ganjot Popinjay
Ancestry: Giff / Class: Fighter / Level: 9 / Background: Bodyguard

Attributes 
Str: 16 / +3
Dex: 13 / +1
Con: 16 / +3
Int: 12 / +1
Wis: 14 / +2
Cha: 14 / +2

Saves 
Str: +8
Dex: +2
Con: +8
Int: +2
Wis: +8
Cha: +3

Info 
AC: 15 (Natural + Coat of Protection)
Ini: +1
PB: +4
Perception: +6 / 16
HP: 85

Longsword: Attk: +7 / D: 1d8+3 / R: Melee

Shortsword: Attk: +7 / D: 1d6+3 / R: Melee

Pistol: Attk: +5 / D: 1d10+1 / R: Near

Headbutt: Attk: +7 / D: 1d6+3 / R: Melee / Special: Natural

Traits 
Giff: Darkvision. Natural Armor: 13 + Dex. Firearms Training: Proficient with Gunpowder weapons and ignores Loading property when it comes to gunpowder. Headfirst Charge (4/Short Rest / Save: 15): Targets struck with headbutt attack allows for a Shove action as a Bonus Action. Magic Resistance: Advantage on Saves vs. Magic Spells and Effects. Powerful Build: Counts as large for lifting and dragging.

Skills: Animal Handling: +7, Athletics: +7, History: +5, Intimidation: +6, Perception: +6, Persuasion: +8 / Tool Kits (+4): Card Set, Vehicles (Land)

Feats: ASI I (Wis, Cha), Athlete, Defensive Duelist

Second Wind (1/Short Rest): Heals 1d10 + Level; Fighting Style: Interception

Indomitable (1/Long Rest): Gain a free re-roll on a missed Saving Throw.

Multiattack: A Fighter may make 2 attacks per round.

Fighting Spirit (3/Long Rest): Gain Advantage on Attack Roll and 5 Temporary HP

Elegant Courtier: Gain a bonus to Persuasion equal to Wisdom Bonus and gain Proficiency in the Wisdom Saving Throw category.

Notes 

  • Ganjot Popinjay is the giff bodyguard and butler to Duke Giles Blackwood: adventurer, spelljammer captain, Duke, and playboy. Naturally such a dashing hero needs a former giff marine to stand behind him and protect him from the dangers found in dungeons and the courts of high society.
  • Has skin so thick that it counts as natural armor. Ganjot's overcoat is actually made from the cloth from a Cloak of Protection becoming a Coat of Protection which acts as both magical armor and supernatural protection when it comes to saving throws.
  • Is a confirmed bachelor and lives both to keep Giles Blackwood from dying in a dungeon and out of duels over his mouth. Ganjot also likes animals, from cats or dogs to horses, and has a hobbyist interest in the published military campaigns of various giff units.

Tuesday, July 22, 2025

Aquatic Trooper

 

Aquatic Trooper Elite

Medium Humanoid (Any), Any Alignment
Armor Class 16 (Sealed Combat Armor)
Initiative +2
Hit Points 75 (10d8 + 30)
Speed 30 ft., swim 30 ft.

Attributes 
Str: 14 / +2
Dex: 15 / +2
Con: 16 / +3
Int: 11 / +0
Wis: 13 / +1
Cha: 10 / +0 

Saving Throws Dex +2, Con +3
Skills Athletics +4, Perception +5
Senses Passive Perception 15
Languages: Common
Challenge 3 (700 XP) | Proficiency Bonus +2 

ACTIONS
Multiattack.
The Aquatic Trooper makes two attacks with its Green Pulse Laser.

Green Pulse Laser. (Ranged Weapon Attack)
+4 to hit, range 120/360 ft., one target.
Hit: 8 (1d12 + 2) fire damage

Tactical Blade. (Melee Weapon Attack)
+4 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 2) piercing damage

TRAITS
Sealed Combat Armor.
The Aquatic Trooper’s armor is environmentally sealed and pressurized. It provides the following benefits: 

  • Treated as Scale Mail (base AC 14 + DEX mod max 2 = 16 AC total)
  • Allows full functionality and movement underwater
  • Grants protection from environmental hazards like pressure, cold, and hostile water conditions (at GM discretion)

Targeting Visor (3/Day).
As a bonus action, the Aquatic Trooper can add 1d10 to its next attack or damage roll made with its Green Pulse Laser before the end of its turn.

Notes 

  • Here is our first NPC post, in this case from the Science Fantasy genre, such as Rosefall, Aquatic Troopers Elite are human troops, typically found amongst imperial forces that specialize in underwater combat. Their suits provide a fair amount or protection and are immune to natural hazards such as pressure and natural cold (not magical cold).
  • Carries a 'Green Pulse Laser' as green lasers work best in water. Standard and typically red or blue direct laser weapons take a Disadvantage when fired underwater as the habitat deflects the energy of those two spectrums. Troopers also have a tactical blade built into their suit for close combat.
  • Elites will typically operate either independent or leading less experienced Aquatic Troopers (CR: 1/4) in groups of 2 or 3 supporting the Elite.
  • Rebels countering these troopers typically have suits or spells to match underwater protection, but lack the same targeting optics that provide the elite troopers with a bonus d10 to their attack or damage rolls.

Monday, July 21, 2025

Hamiday Remzi, Cleric of Sune

Name: Hamiday Remzi
Ancestry: Human / Class: Cleric / Level: 5 / Domain: Love / Background: Healer

Attributes 
Str: 13 / +1
Dex: 14 / +2
Con: 14 / +2
Int: 14 / +2
Wis: 16 / +3
Cha: 16 / +3

Saves 
Str: +1
Dex: +2
Con: +2
Int: +2
Wis: +6
Cha: +6

Info 
AC: 18 (Chain + Shield)
Ini: +2
PB: +3
Perception: +3 / 13
HP: 38

Scimitar: Attk: +5 / D: 1d6+2 / R: Melee

Sling: Attk: +5 / D: 1d4+2 / R: Near

Shield Bash: Attk: +4 / D: 1d6+1 / R: Melee

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Holy Symbol, Healer's Kit

Traits 
Human: Versatile: Add +1 Skill or Tool Proficiency. Gift: Begin play with a feat.

Skills: Insight: +6, Medicine: +6, Performance: +6, Persuasion: +6, Religion: +5, Survival: +6 / Tool Kits (+3): Healer's Kit, Viol

Feats: Healer

Channel Divinity (1/Long Rest): Turn Undead / Amorous Armor

Lute of Charming (3/Long Rest / Save: 13) - May attempt to cast Charm Person after playing a short song on the lute.

Spellcasting 
Attk: +6 / Save: 14

0: (4 Cantrips) Guidance, Green-Flame Blade, Light, Thaumaturgy + Friends

1st - Slots: 4: Cure Wounds, Detect Good & Evil, Fertility Rites, Healing Word + Charm Person, Cure Wounds

2nd - Slots: 3: Aid, Hold Person, Lesser Restoration + Calm Emotions, Enthrall

3rd - Slots: 2: Revivify + Sending, Tongues

Notes 

  • Hamiday Remzi is a Rashemi Cleric of Sune, also known as Lady Firehair. By following her goddess, Hamiday has devoted herself to the Love Domain and spells typically deal in healing and enthralling targets to her cause. Hamiday's essence of beauty and love is so great that when channeling the full force of her goddess power, most creatures are reluctant in attacking her.
  • Is originally from the temple of Calimport, Hamiday has sailed, first to gnomish Lantan where she picked up Hugo Wittwicken and Hugo's water elemental familiar, Baron Spray, before arriving at a newly formed temple to Sune located in the untamed peninsula of Chult. She, Hugo, and a few others have landed at Port Nyanzaru.
  • Her magical item is a Lute of Charming. She is an experienced lute player and can use the magics enchanted into the lute to attempt to charm those within hearing. She is so good at playing a lute that, with a Performance check, can avoid committing a faux pas if her Charm spell is successfully resisted.

Friday, July 18, 2025

Lower Caffery, The Lake City

 

Lower Caffery

Lower Caffery is an independent lake city that feeds into the River Shore that flows down to Haddonfield and the other city-states that make up the Free Rivers to the south. Unlike the city-states below that are controlled by a prince of a ducal senate, Lower Caffery is a free city with only an elected Lord Mayor and Guard Captain seeing to the day-to-day operations of the city. 

The city stands as a gateway to the northern valley, which is bordered on almost all sides by the Cloudtop Mountains. The lack of patrols and few fortified towns means the region is a haven for criminals, monsters, Polnezna Travelers, and a few farmsteads that are managed by hardy clans who have banded together to make their fortunes with as little interference for nobility as possible. A major attraction to the region is last homely valley that stands above the rest of the region, the township of Barrier Peaks and its famous Suspirium Hostel. Nobility and merchant lords from the Free Rivers like to take trips with retinues of guards and servants to holiday at the Hostel and in the town of Barrier Peaks, taking advantage of the natural springs that are said to offer medicinal and magical benefits. The existence of Barrier Peaks is why Lower Caffery can remain independent and prosperous. It supplies goods and luxuries from the south up to Barrier Peaks, and as different lords use the site for a holiday, none of them are comfortable with anyone house controlling the main supply point and connection to the south, they are content for Lower Caffery to be as it is, independent and relatively neutral.

Hallmarks 

  • Visit the Ivory Tower - Chase Hightower's tavern, casino, and lounge of leisure filled with beautiful men and women of various ancestries to provide aid and comfort to travelers and holidaymakers.
  • Lord Mayor Polson Selkirk is the current leader of Lower Caffery. His father, Drake Selkirk, is one of the first families to settle this region after making some money in the Free Rivers and decided to head north and abandon his original senate seat in one of the city-states. His Captain of the Guard is a former gladiator named Jannake Veltman, a female human who has been hardened by the arena and devoted herself to Mayor Selkirk.
  • Need a guide and guard? A number of beastfolk, such as Bruinkin (Bearfolk), Wolvers (Wolverine Folk), and other hard figures offer to guide and protect travelers either heading to Barrier Peaks, or wanting to explore the North Valley.
  • There is said to be a ruined keep in the Spiderwood Forest that is north and east of Lower Caffery. The forest in general is believed to be haunted by monsters, possibly drawn to the dark history of the keep.
  • The Polnezna often trade in trinkets and amusements before heading south or temporarily settling in the wild country to hunt and live off for a period. They invite travelers and adventurers to share their fires for a time in exchange for a nominal fee.

Thursday, July 17, 2025

Lucrezia Shadowlock, Gnome Rogue

 

Name: Lucrezia Shadowlock
Ancestry: Gnome / Class: Rogue / Level: 5 / Background: Mercantile

Attributes 
Str: 12 / +1
Dex: 15 / +2
Con: 14 / +2
Int: 16 / +3
Wis: 12 / +1
Cha: 18 / +4

Saves 
Str: +1
Dex: +5
Con: +2
Int: +6
Wis: +1
Cha: +4

Info 
AC: 13 (Leather)
Ini: +2
PB: +3
Perception: +1 / 11
HP: 38

Dagger: Attk: +5 / D: 1d4+2 / R: Thrown

Handcrossbow: Attk: +5 / D: 1d6+2 / R: Near

Scimitar: Attk: +5 / D: 1d6+2 / R: Melee

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Calligraphy Kit, Thieves' Tools

Traits 
Gnome: Darkvision. Gnomish Cunning: Advantage on Int, Wis, and Cha Saves vs. Magic. Tinker's Lore: Expertise on History (Int) when dealing with Alchemical, Artificery, and Technological items. Tinker: Begin play with a music box invention.

Skills: Arcana: +6, Deception: +7, History: +9, Insight: +4, Persuasion: +10, Sleight of Hand: +5, Stealth: +8 / Tool Kits (+3): Calligraphy Kit, Card Set, Thieves' Tools

Feats: Skill Expertise (Persuasion)

Expertise: History, Stealth 

Sneak Attack: 3d6 / Cunning Action (1/Round): As a Bonus Action, take a Dash, Disengage, or Hide action.

Uncanny Dodge (1/Round): Once per round, as a Bonus action, 1/2 the damage from an incoming attack that the Rogue can see coming.

Spellcasting (Cha Based) 
Attk: +7 / Save: 15

0: Friends, Message, Ray of Frost

1st - Slots: 3: Charm Person, Detect Magic, Disguise Self, Silent Image

Notes 

  • Lucrezia Shadowlock is a close friend, advisor, minor arcanist, and ultimately bookkeeper for Jaqueline 'Jackie' Early and Jackie's Purple Gang that operates out of Old Governor's Way and what is known as 'The Mansion' the taproom and burlesque house operated as a front for Jackie's operations in the lower quarter of The City. Lucrezia does the book for The Palms laundry service, The Joyhouse Parlor, and a few other businesses, but her primary office is at The Mansion.
  • With high Persuasion and modest Insight, Lucrezia will act as a representative on behalf of her friend, Jacquelin. She travels in the city either by carriage or on foot, escorted by Sinori Brashblade, militant members of the Purple Gang, or a hired crew from the neighborhood. Lucrezia is known to use Disguise Self in order to hide her gnomish features and appear unassuming.
  • Is dating a gnome named Leonard Oestryke. Him and Largo Oestryke are a pair of Gnomish rogues who are independent operators in the neighborhood who like to con and cat burglar. Their unsanctioned activities might wind them up in the Purple Gang's list of troublemakers to be dealt with, but for now, neither side are at odds, allowing Lucrezia to see Leonard on off-hours.

Wednesday, July 16, 2025

Tyrone Lepi, Rabbitfolk Bounty Hunter

Name: Tyrone Lepi
Ancestry: Rabbitfolk (Harengon) / Class: Bounty Hunter / Level: 5 / Background: Mercenary Veteran

Attributes 
Str: 10 / +0
Dex: 17 / +3
Con: 13 / +1
Int: 12 / +1
Wis: 13 / +1
Cha: 13 / +1

Saves 
Str: +3
Dex: +6
Con: +1
Int: +1
Wis: +1
Cha: +1

Info 
AC: 16 (Light Plating)
Ini: +6
PB: +3
Perception: +4 / 14
HP: 39

Blaster Carbine: Attk: +6 / D: 1d8+3 / R: Near / Energy: Force

Blaster Pistol: Attk: +6 / D: 1d6+3 / R: Near / Energy: Force

Snapsword: Attk: +6 / D: 1d6+3 / R: Melee / Special: Concealable

Gear: Pack, Canteen, Rations, Commlink, Viewfinder, Flares

Traits 
Rabbitfolk: Hare Trigger: Add Proficiency Bonus to Initiative. Leporine Senses: Gain Perception as a Skill. Lucky Footwork (1/Round): As a reaction, a Rabbitfolk can roll a d4 and add it to a Dexterity Saving Throw, turning a failure into a success. This reaction is not available if the Rabbitfolk is entangled or prone. Rabbit Hop (3/Long Rest): As a Bonus Action, add +15 feet to jump distance.

Skills: Athletics: +6, Insight: +4, Perception: +4, Persuade: +4, Stealth: +6, Survival: +4 / Tool Kits (+3): Card Set, Security Kit

Feats: Gunner

Canny: Athletics

Combat Style (Superior Technique - Disarm Strike): # of Dice: 1 / Dice Type: d6 / Save: 14 - Target struck takes a bonus 1d6 points of damage; Dex Save or lose weapon or item held in target's hand.

Extra Attack: May take 2 attacks in a round.

Favored Opponent (Humanoid): +2 damage; Advantage on tracking humanoids.

Dead or Alive (+1) - Target creature is marked as a Bounty and gives the Bounty Hunter a bonus equal to their Wisdom (Minimum 1) to track them.

Efficient Takedown: When targeting a marked Bounty, the Bounty Hunter may make a bonus attack against that target. This attack may not add Attribute bonuses to damage.

Spellcasting
Attk: +4 / Save: 12

1st - Slots: 4: Cure Wounds, Ensnaring Strike, Longstrider + Hunter's Mark, Speak With Animals

2nd - Slots: 2: Find Traps + Beast Sense, Hold Person

Notes 

  • Tyrone Lepi is a Rabbitfolk living in a world where the fantastical has met the future and weapons, such as his force powered blasters or fire-based blazers, are powered by arcane crystals that have been refined and shaped and fit into weapons. He is a bounty hunter working out Rosefall Sector.
  • His home base is located on the planet Maplewood. One of the middle reach planets that is nominally loyal to the Rosefall throne located in the core world of planet Garden. Tyrone has yet to meet the sub-sectors ruler, Duke Carraway, but Tyrone has taken down pirates and monsters that have been condemned by the Duke's personal seal.
  • While Tyrone uses a fair amount of tech and he considers himself a Bounty Hunter over a Ranger, Tyrone's Rabbitfolk origins still grants him a degree of supernatural insight that allows him to communicate and utilize beasts in addition to allowing Tyrone to utilize a number of minor tricks to help him in the field.

Tuesday, July 15, 2025

Increase Banewatch, Gnome Warlock

 

Name: Increase Banewatch
Ancestry: Gnome / Class: Warlock / Level: 12 / Pact: of the Blade / Patron: The Fiend / Background: Charlatan

Attributes 
Str: 13 / +1
Dex: 15 / +2
Con: 14 / +2
Int: 14 / +2
Wis: 13 / +1
Cha: 18 / +4

Saves 
Str: +1
Dex: +2
Con: +2
Int: +2
Wis: +5
Cha: +8

Info 
AC: 15 (Glamoured Studded Leather)
Ini: +2
PB: +4
Perception: +1 / 11
HP: 98

Rapier +1: Attk: +7 / D: 1d8+3 / R: Melee

Dagger: Attk: +6 / D: 1d4+2 / R: Thrown

Throwing Knives: Attk: +6 / D: 1d4+2 / R: Thrown

Gear: Pack, Canteen, Rations, Lantern, Oil, Mess Kit, Bedroll, Grimoire, Inkpen, Ink, Bag of Tricks (Tan), Bag of Holding

Traits 
Gnome: Darkvision. Gnome Cunning: Advantage on Int, Wis, and Cha Saving Throws vs. Magic. Tinker's Lore: Gain Expertise on History (Int) checks when dealing with Alchemical, Artificery, and Technological items. Tinker: Begin play with Firestarter invention.

Skills: Acrobatics: +6, Arcana: +6, Deception: +12, History: +6, Intimidation: +8, Persuade: +8, Sleight of Hand: +6 / Tool Kits (+4): Card Set, Glassblower Kit, Thieves' Tools

Feats: Actor, Defensive Duelist, Skilled

Invocations: Agonizing Blast, Beguiling Influence, Eldritch Sight, Lifedrinker, Misty Visions, Thirsting Blade

Dark One's Blessing: Dropping an enemy to 0 HP grants the Warlock a number of temporary hit points equal to Charisma + Level (16)

Dark One's Luck (1/Short Rest): Add a +d10 result to a d20 roll of the Warlock's choice.

Fiendish Resistance (1/Short Rest): After a Short Rest, choose a damage type (Bludgeoning, Piercing, or Slashing) and gain Resistance to it. When struck by a Magic or Silver version of the attack, the Warlock takes full damage.

Mystic Arcanum (1/Long Rest) - Arcane Gate

Spellcasting 
Attk: +8 / Save: 16 / Spell Slots: 3

0: Blade Ward, Eldritch Blast, Friends, Shadow Knife

1st: Armor of Agathys, Cause Fear, Expeditious Retreat + Burning Hands, Command

2nd: Mirror Image, Shadow Blade + Blindness/Deafness, Scorching Ray

3rd: Counterspell, Summon Lesser Demon, Vampiric Touch + Fireball, Stinking Cloud

4th: Dimension Door, Summon Greater Demon + Fire Shield, Wall of Fire

5th: Scrying + Flame Strike, Hallow

Notes 

  • Increase Banewatch is the ex-husband of Elspetha 'Elspeth' Felmeter and Staniwick's father, whom he sired during a brief marriage-alliance with Elspetha, who was both a lover and rival for eldritch secrets. Even between lovers, there is a cost to share one's grimoire, and for Increase, that cost was a combination of reciprocal browsing of Elspetha's grimorie and carnal cohabitation.
  • Like Staniwick and Elspetha, Increase's patron is one of the fiends from the Nether by the name of Mil'gaz, the Ruby's Talon. Mil'gaz is a Dreadlord formerly hiding amongst the Scarlet Crusade before being driven out by another of his kind and took up residence within the ranks of the Syndicate.
  • Increase's bond with Mil'gaz is expressed by his 'Pact of the Blade.' Increase carries the rapier, Ruby's Kiss, which is both a magical rapier, and an arcane focus that channels his spells. 

Monday, July 14, 2025

Lat Arolagen, Ratfolk Artificer

Name: Lat Arolagen
Ancestry: Ratfolk / Class: Artificer / Archetype: Demolitionist / Background: Inventor / Level: 6

Attributes 
Str: 15 / +2
Dex: 14 / +2
Con: 14 / +2
Int: 18 / +4
Wis: 14 / +2
Cha: 12 / +1

Saves 
Str: +3
Dex: +3
Con: +6
Int: +8
Wis: +3
Cha: +2

Info 
AC: 15 (Heavy Coat of Protection +1)
Ini: +2
PB: +3
Perception: +2 / 12
HP:  45

Carbine: Attk: +6 / D: 1d12+3 / R: Near

Dagger: Attk: +5 / D: 1d4+2 / R: Thrown

Club: Attk: +5 / D: 1d6+2 / R: Melee

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Tool Kit, Ammo Pouch, Spare Powder

Traits 
Ratfolk: Keen Senses (Hearing, Scent), Scurry: Can squeeze through small openings and move through medium size creatures. Appraisers Eye: Advantage on Arcana, History checks to identify magical properties and value of objects such as artificery items, gems, and art pieces.

Skills: Arcana: +7, History: +7, Insight: +4, Investigation: +7 / Tool Kits (+3): Gemcutting Tools, Potter's Tools, Smith's Tools, Tinker's Tools

Feats: ASI I (Int, Wis)

Infusions (6 / Active: 3): Enhanced Defense, Cloak of Elvenkind, Gloves of Thievery, Goggles of Night, Repeating Shot, Rope of Climbing / Active: Goggles of Night, Gloves of Thievery, Repeating Shot

Explosive Charges (3/Long Rest / Attack: +7 / Dex Save: 15 for 1/2) - Damage: 2d6 (Force)

Bombs Away (1/Round): Once per round, as a bonus action, a Demolitionist can throw a second bomb. This counts against the number of charges they can create in a day. 

Spellcasting 
Attk: +7 / Save: 15

0: Light, Thunderclap

1st - Slots: 4: Catapult, Cure Wounds, Dazzling Pop, Detect Magic, Jump + Fog Cloud, Ice Knife

2nd - Slots:  2: Arcane Lock, Heat Metal + Knock, Shatter

Notes 

  • Lat 'Laddie' Arolagen is a Ratfolk Artificer and Demolitionist that lives along Old Governor's Way, which is the lower quarter of a large city-state plagued by violent crime and ignored by civil service despite its prestigious history. He runs a small junk shop under the protection of an Underbaron named Jaqueline Early who owns the local tap room.
  • He is an associate with Jaquie Early's 'Purple Gang' which typically hosts female members with a few token males. Lat is one of the tokens, although he generally focuses on background support, rather than be a field agent.
  • Carries a black powder 'Mouser Carbine' that is forged by the 'Mouser-Blacktail' clan. One of the few Ratfolk clans that competes in the gunsmithing field against the Dwarves, Gnomes, and Goblins. Mousers love their needle and bolt-action firearms, which Lat has made a few unofficial improvements on.


Friday, July 11, 2025

Priam Boilermaker, Gnome Cognician

 

Name: Priam Boilermaker
Ancestry: Gnome / Class: Artificer / Level: 5 / Background: Artisan

Attributes 
Str: 12 / +1
Dex: 13 / +1
Con: 14 / +2
Int: 18 / +4
Wis: 14 / +2
Cha: 13 / +1

Saves 
Str: +1
Dex: +1
Con: +5
Int: +7
Wis: +2
Cha: +1

Info 
AC: 14 (Reinforced Utilities)
Ini: +1
PB: +3
Perception: +2 / 12
HP: 38

Wrench: Attk: +4 / D: 1d6+1 / R: Melee

Utility Knife: Attk: +4 / D: 1d4+1 / R: Melee

Pistol: Attk: +4 / D: 1d10+1 / R: Near

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Tinker's Tools

Traits 
Gnome: Darkvision. Gnome Cunning: Advantage on Int, Wis, and Cha Saves vs. Magic. Tinker's Lore: Gain Expertise on History (Int) when dealing with Alchemical, Artificery, and Technological items. Tinker: Wind-Up Toy

Skills: Arcana: +7, History: +7, Insight: +5, Investigation: +7, Medicine: +7, Persuade: +4, Sleight of Hand: +4 / Tool Kits (+3): Glassblower's Tools, Thieves' Tools, Tinker's Tools

Feats: Skilled

Infusions (Know: 4 / Active: 2): Enhanced Arcane Focus, Enhanced Defense, Mind Sharpener, Wand of Magic Detection / Active:  Enhanced Defense, Mind Sharpener

Cerebral Helm (4) - Gain the following cantrips while wearing the helm: Guidance, Mage Hand, Message, Mind Sliver

Processing Power: Turn any damaging spell or spell-like ability into Psychic Damage. When dealing Psychic Damage, your helm adds Int Mod to damage. Current Bonus: +4

Spellcasting 
Attack: +7 / Save: 15

0: Light, Mending 

1st - Slots: 4: Alarm, Catapult, Deploy Personal Barrier + Comprehend Languages, Sleep

2nd - Slots: 2: Invisibility, Levitate, See Invisibility + Detect Thoughts, Mind Whip

Notes 

  • Priam Boilermaker is a Gnome Cognician, an Artificer who specializes in unlocking the psychic potential of the mind. To assist in charting this frontier, Priam, like other Cognicians, has built a Cerebral Helm that acts as his spellcasting foci and attractive headgear. It is unknown yet if the tiny satellite dish that sits on top is for show or provides some utilitarian benefit. 
  • Is a gnome originally from Ironpiece in Bralspace. He is currently living on the estate of Lord Giles Blackwood on the planet of Oleander in a crystal sphere known as Gondal. Priam serves Lord Blackwood by being a combination of mechanical expert, from locks to steam engines, to showcasing his latest inventions that Priam believes will revolutionize the secrets of the mind.
  • His other job, when not trying to build a second helm for Lord Blackwood's hunting mastiff to wear so that Priam can talk to 'Mayor Bruster' is helping Lord Blackwood gather unfiltered gossip by reading minds of party guests. Few people pay attention to gnomes in funny hats to guess that their minds might be read while either attending Lord Blackwood's party, or that the gnome attending Lord Blackwood has ulterior motive on behalf of his patron.

Thursday, July 10, 2025

Meepo the Third, Kobold Rocketeer

 

Name: Meepo the Third
Ancestry: Kobold / Class: Artificer / Specialty: Rocketeer / Level: 6 / Background: Inventor

Attributes 
Str: 10 / +0
Dex: 14 / +2
Mind: 14 / +2
Cha: 12 / +1

Saves 
Fort: +0
Ref: +2
Will: +5

Info 
AC: 15 (Bomber Jacket)
Ini: +2
PB: +3
Perception: +2 / Passive: 12
HP: 45

'Ray Gun' (Arcane Focus): Attk: +6 / D: 1d10+3 / R: Near / Energy: Force

Shortsword: Attk: +5 / D: 1d6+2 / R: Melee

Wrench: Attk: +3 / D: 1d6 / R: Melee

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Tinker's Tools. Jetpack

Traits 
Kobold: Darkvision. Draconic Cry (3/Short Rest): For 1 round, allies within 10 ft. who heard the Kobold's Draconic Cry gain an Advantage on Attack Rolls. Craftiness (Investigation)

Skills: Phys: +3 / Subt: +0 / Know: +3 / Comm: +0 / Tool Kits (+3): Navigator's Tools, Smith's Tools, Tinker's Tools (+6)

Feats: Tinkerer

Infusions Known (6+2): Armor of Magical Strength, Bag of Holding, Cloak of Elven Kind, Enhanced Arcane Focus, Enhanced Defense, Homunculus Servant, Repeating Shot, Wand of Magic Detection

Infusions Active (3+1): Armor of Magical Strength, Bag of Holding, Enhanced Defense, Repeating Ammo

Tool Expertise (Tinker's Tools)

Shooting Star: Gain a flying speed of 30 while wearing a propulsion device. While in flight, a Rocketeer may cast a Cantrip with a Casting Time to 1 Action as a Bonus Action instead. When taking the Dodge action, the Rocketeer gains a free Dash or Disengage use. 

Spellcasting 
Attk: +5 / Save: 13 / Mana: 38

0: Mending, Ray of Frost

1st - Cost: 3: Catapult, Cure Wounds, Longstrider + Guiding Bolt, Shield

2nd - Cost: 5: Enhance Ability, Spider Climb + Gust of Wind, Heat Metal

Notes 

  •  Meepo the Third is the third generation of kobolds named Meepo—descended from the original who pulled himself out of a certain sun-deprived citadel, ventured into the reaches of Spelljammer, and eventually settled in a workshop on the Rock of Bral. There, Meepo the Second managed to meet a fellow kobold and have a son: Meepo the Third. It’s quite a legacy to live up to—from a backwater citadel on Faerûn to a thriving workshop in Low City, Rock of Bral.
  • Like his father (Meepo the Second), Meepo is an Artificer who has built upon the draconic bloodline shared by all kobolds to explore arcane propulsion. What began as a pair of glider wings made by his father has evolved into a full arcane propulsion system. Meepo the Third’s specialty is being a Rocketeer.
  • He currently serves as a crewmember aboard The Raquel’s Whelk—or simply The Raquel—a trading vessel captained by the open-minded gnome captain named Lini Leskobar. Meepo uses his propulsion pack to perform aerial sweeps over derelict vessels or other phenomena and assists with repairs around the Whelk.

Wednesday, July 9, 2025

Palmer Goodfellow, Puffinkin Sage

 

Name: Palmer Goodfellow
Ancestry: Puffinkin (Beastfolk) / Class: Diviner / Level: 1 / Background: Sage

Attributes
Str: 8 / -1
Dex: 14 / +2
Con: 10 / +0
Int: 17 / +3
Wis: 15 / +2
Cha: 12 / +1

Saves
Str: -1
Dex: +2
Con: +0
Int: +5
Wis: +4
Cha: +1

Info
AC: 12 (Robes)
Ini: +2
PB: +2
Perception: +4 / Passive: 14 (Advantage - Sight)
HP: 6

Quarterstaff: Attk: +1 / D: 1d6-1 / R: Melee

Dagger: Attk: +4 / D: 1d4+2 / R: Thrown

Gear: Spellbook, ink, inkpen, letter opener, Letter from a deceased colleague with unanswered question, common clothes, backpack, bedroll, rations, waterskin, rope, tinderbox, torches, traveling hat, pouch.

Traits
Puffinkin: Keen Senses (Sight): Proficient in Perception, with Advantage on sight-based checks. High Flyer: Fly speed = 30 ft. (must land by end of turn). Seabird Diver: Swim at 30 ft.; hold breath (20 Rounds). Beastkin Tongue: Can communicate with birds and similar avians

Arcane Recovery (1/Long Rest)

Portent (Diviner): After each long rest, roll 2d20. Replace any attack, save, or check with these rolls before they happen (1 use each).

Spellcasting
Attk: +5 / Save: 13

0: Light, Message, Ray of Frost

1st - Slots: 2: Detect Magic, Feather Fall, Fog Cloud, Identify, Mage Armor, Shield

Notes 

  • Palmer is a Puffinkin Sage in training and apprentice Diviner, or Wizard who specializes in the Divination school of magic. He is originally from the free-city of Rathmer, but has traveled across the known world to study at Port Kyna's 'Sapphire Tower' which is the combination of a small college and Mage's Guild.
  • Is studying, in addition to arcane magic, arcane script, calligraphy, and other means of communication information and the formal computation and creation of magical scrolls. He often has his writing kit and some parchment under his feathery arms as he tours the grounds.
  • Is roommates with Abid Siddig, a fellow apprentice magician and student of arcane astronomy from the Darkhand Dessert. To save money the two have rented a flat outside the tower located in Port Kyna's Bywater Road, which is the border between the more prosperous South District and the working class Plaza section.

Tuesday, July 8, 2025

Slorn Banethorn, Tauren Hunter

 

Name: Slorn Banethorn
Ancestry: Tauren / Class: Hunter / Level: 4 / Background: Outlander / Conclave: Beasts

Attributes 
Str: 16 / +3
Dex: 15 / +2
Con: 14 / +2
Int: 12 / +1
Wis: 15 / +2
Cha: 12 / +1

Saves 
Str: +5
Dex: +4
Con: +2
Int: +1
Wis: +2
Cha: +1

Info 
AC: 15 (Chain Shirt)
Ini: +2
PB: +2
Perception: +4 / 14
HP: 45

Longrifle: Attk: +6 / D: 1d12+2 / R: Far

Hatchet: Attk: +5 / D: 1d6+3 / R: Thrown

Dagger: Attk: +5 / D: 1d4+3 / R: Thrown

Gore: Attk: +5 / D: 1d8+3 / R: Melee

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Heartstone, Ammo Pouch

Traits 
Tauren: Endurance: +1 HP per level. Gore: Natural Attack that deals 1d8 + Str. Self Mastery: Gain Nature skill. War Stomp (1/Long Rest - Dex Save: 13): Send out a tremor in a 10 ft radius. Targets take 1d8 + Str in thunder damage and are knocked prone. Targets who Save take 1/2 damage and negate prone effect.

Skills: Animal Handling: +5, Athletics: +5, Nature: +3, Perception: +4, Stealth: +4, Stealth: +4

Feats: Gunner

Deft Explorer: Skill Expertise (Animal Handling); Roving: +10 ft moving, swimming, and climbing

Favored Enemy (Beasts): +2 to damage beasts; Advantage on tracking beasts.

Animal Companion (Moya - Swoop Bird)

Spellcasting 
Attk: +4 / Save: 12

1st - Slots: 3: Cure Wounds, Hunter's Mark, Longstrider

Notes 

I decided to take my old 'Around the Horn' concept in a different direction. In my old AtH posts, I would take a single concept, typically a character, and express it with multiple systems. Since I've gone fully over to being a 5e fan, I wanted to take a single concept, typically a character, and using the same stats express them in different campaign settings. 

  • On Azeroth... Slorn Banethorn is a member of the Bloodhoof Tribe originally out of the greater Barrens before he followed the Bloodhoof along with the Skychaser, Ragetotem, Runetotem, and other tribes to forming the Confederation of Tribes of Thunder Bluff in Mulgore. He is a Tauren Hunter and tracker that uses a customized Bilgewater Longrifle as his service weapon. One of the main custom features is that its the same firing action, sized for a Tauren.
  • On Kyna... Slorn is a Minotaur (not Tauren) hunter and a tracker living in Thul'kar, outside of Port Kyna. Unlike most militant Minotaur, Slorn is an independent Hunter who uses a Poldark Brothers Longrifle, forged by Orcish gunsmiths out of Gorman's Junction after their exile into the Free States.
  • In Both Universes... Slorn is a Hunter of the Beast Conclave. He fights in tandem with a trained beast, in both cases a swoop or raptor-class bird named Moya as his eyes in the sky and striker while he fights at a distance.
  • On Azeroth... Slorn is mated to Sallie Aaoto, whom he met when both were working along the Windshear Trail in the Stonetalon Mountain area, working with the Horde to deal with Grimtotem rebels, harpies, and Alliance infiltration. Slorn kept Sallie safe when her fear of spiders overtook her and both Tauren competed in tests of marksmanship with both bow and gun.
  • On Kyna... Slorn is dating Sallie, whom he met as the two were adventuring with a human rogue named Piosenna, who in interested in exploring the ruins around Illefarn Keep that most patrols made of human or minotaur tend to avoid.
  • On Azeroth... he is able to ride the massive kodo that are native to both the North Barres and Mulgore region.
  • On Kyna... he, like most minotaur, generally move dismounted. Many minotaur further train their endurance in order to march further in a day and cover more ground.

Monday, July 7, 2025

Lochlann Battleboar, Dwarven Guntank

 

Name: Lochlann Battleborn
Race: Dwarf / Class: Fighter / Level: 5 / Background: Guild Artisan / Archetype: Battlemaster

Attributes 
Str: 14 / +2
Dex: 15 / +2
Con: 18 / +4
Int: 12 / +1
Wis: 14 / +2
Cha: 12 / +1

Saves 
Str: +5
Dex: +2
Con: +7
Int: +1
Wis: +2
Cha: +1

Info 
AC: 21 (Plate & Shield)
Ini: +2
PB: +3
Perception: +2 / 12
HP: 59

Boomstick: Attk: +5 / D: 2d6+2 / R: Near

Dwarven Waraxe: Attk: +5 / D: 1d8+2 / R: Melee

Shield Bash: Attk: +5 / D: 1d6+2 / R: Melee

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Smith's Tools, Ammo Pouch

Info 
Dwarf: Darkvision. Dwarven Resilience: Advantage on Save vs. Poison; Resistance to Poison damage; +1 HP per level. Stonecunning: Expertise on History (Int) check involving worked and natural stones.

Skills: Athletics: +5, Insight: +5, Persuade: +4, Survival: +5 / Tool Kits (+3): Mason's Tools, Smith's Tools, Tinker's Tools

Feats: Gunner

Fighting Style: Defensive / Second Wind (1/Short Rest): Heal 1d10 + 5

Action Surge (1/Short Rest): Gain a second action in the same turn.

Maneuvers 
# of Dice: 4 / Dice Type: d8 / Save: 13

Maneuvers: Distracting Strike, Precision Attack, Soak

Notes 

  • Lochlann 'Lock' Battleboar is a Dwarven 'Guntank' this is a Dwarf that wears the heaviest armor and shield, but will generally start the fight with ordinance such as handcannons, boomsticks, and the 'Bad News' puntgun for as long as possible before drawing a waraxe and getting into the fray. For some weapons, such as the boomstick, a Dwarf will simply mix it in the fight, blocking attacks and firing scattershot into the enemy.
  •  Is a combination of guardsman and strike member for Citadel Ironpeak in the realm of Spelljammer. These massive asteroids are taken over by Dwarves and powered by great magma chambers in the center which help maintained the atmosphere bubble that provides air and propulsion. The Battleboar's a clan of weaponsmiths that have a voice in the Citadel's ruling Clan Moot.
  • Lochlann iss preparing to be a member of a diplomatic mission to investigate planet Elothia-Alpha. The planet and its moon, Elothia-Omega, appears to the only major sphere of a backwater crystal sphere known as 'Phoenix.' Ironpeak Citadel hopes to establish communication and possible trade while in the sphere while at the same time using Dwarven 'Ice Breaker' ships to capture and bring ice bodies over to Ironpeak and melt down for fresh water.

Friday, July 4, 2025

Fyodor Trumbo, Giff Marine

 

Name: Fyodor Trumbo
Ancestry: Giff / Class: Fighter / Level: 5 / Background: Wildspace Marine

Attributes 
Str: 15 / +2
Dex: 15 / +2
Con: 16 / +3
Int: 12 / +1
Wis: 12 / +1
Cha: 13 / +1

Saves 
Str: +5
Dex: +2
Con: +6
Ini: +1
Wis: +1
Cha: +1

Info 
AC: 16 (Breastplate)
Ini: +2
PB: +3
Perception: +4 / 14
HP: 49

Knock Gun: Attk: +5 / D: 2d6+2 / R: Near / Special: Cone (DC: 13 Dex save for 1/2 damage)

Longsword: Attk: +5 / D: 1d8+2 / R: Melee

Dagger: Attk: +5 / D: 1d4+2 / R: Thrown

Headbutt: Attk: +5 / D: 1d6+2 / R: Melee

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Kit Bag, Mirror, Ammo Pouch

Info 
Giff: Magic Resistance: Advantage on Saves vs. Magic. Headfirst Charge (1/Short Rest): As part of a charge and headbutt, a Giff may take a Shove action against a target that is Large size or smaller. Gunpowder Training: Ignore loading property on firearms.

Skills: Athletics: +5, Intimidation: +4, Perception: +4, Survival: +4 / Tool Kits (+3): Card Set, Gunsmith's Kit, Vehicles (Land)

Feats: Black Powder Expert

Second Wind (1/Short Rest): Heal 1d10+5 / Action Surge (1/Short Rest): Gain a bonus second action in a turn.

Trick Shots 
Grit: 2 / Save: 13

Forceful Shot, Violent Shot

Notes 

  • Fyodor Trumbo is a Giff marine with the 31st Bralspace, or 'Kronenbar's Battlion' under the command of Major Colnar Kronenbar. The giff of the 31st have contracted themselves as mercenary marines under the employ of of the Rock of Bral to provide security of Wildspace since the threats of war have emerged between the Imperial Elven Navy and the Scro's Ruby Tyrant Clan. Fyodor spends part of his time as a professional soldier, part of his time as an independent adventurer.
  • While under the 31st color, as of late, Fyodor is on loan to help assist with a band of adventurers that Prince Andru has assembled to take part of an operation for the security of the Rock of Bral. Fyodor has been assigned to accompany them both to provide muscle and ensure the party does not deviate too far off from the mission.
  • Carries a dwarven forged 'Knock Gun' that fires several barrels at once in a devastating, cone-shaped spray of lead. 

Thursday, July 3, 2025

Lilah Felmeter, Gnome Wizard


Name: Lilah Felmeter
Ancestry: Gnome / Class: Wizard / Level: 6 / School: Conjuration / Background: Sage

Attributes 
Str: 11 / +0
Dex: 14 / +2
Con: 14 / +2
Int: 20 / +5
Wis: 13 / +1
Cha: 15 / +2

Saves 
Str: +0
Dex: +2
Con: +2
Int: +8
Wis: +4
Cha: +2

Info 
AC: 12 (Clothes)
Ini: +2
PB: +3
Perception: +1 / 11
HP: 38

Dagger: Attk: +5 / D: 1d4+2 / R: Thrown

True Rabni, Crystalline Wand: Attk: +9 / D: 1d6+5 / R: Near

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Spellbook, Inkpen, Ink, Glassblowing Kit

Traits 
Gnome: Darkvision. Gnome Cunning: Advantage on Int, Wis, and Cha Saves vs. Magic. Tinker's Lore: Gain Expertise on History (Int) checks involving Alchemical, Artificery, and Technological items. Tinker: Begin play with a Music Box invention

Skills: Arcana: +8, History: +8, Insight: +4, Investigation: +8 / Tool Kits (+3): Glassblowing Kit

Feats: Initiate of High Sorcery (Path of Neutrality)

Conjuration Abilities: Minor Conjuration, Benign Transportation

Spellcasting 
Attk: +8 / Save: 16

0: Light, Mage Ward, Message, Ray of Frost

1st - Slots: 4 - Absorb Elements, Detect Magic, False Life, Floating Disk, Ice Knife, Mage Armor, Protection from Good & Evil, Unseen Servant

2nd - Slots: 3 - Continual Flame, Invisibility, Misty Step, See Invisible

3rd - Slots: 3 - Counterspell, Phantom Steed, Summon Construct

Notes 

  • Lilah Felmeter is a gnome wizard and is the current wife of Staniwick 'Stan' Felmeter. She met Staniwick when he was adventuring with the Obsidian Falcon Crew (OFC) and both his party and Lilah's were raiding the same dungeon complex. She had been sent by her fellow party members to try and pump Stan for information and the two ended up becoming lovers.
  • Favors conjuration magic. She is researching the ability to conjure and build 'pocket planes' within the Astral Plane in order to conduct research, store things, and just enjoy the quiet of the astral void in the safety of a floating castle on the astral plane. She is eagerly looking into whatever arcane lore she can find in the Free States about the matter.
  • She is pregnant with Staniwick's child, which is a factor in her decision to go out an adventure on the regular. For now, she has remained 'benched' and has sent Staniwick out to try and grab more lore books for her to study at their home.

Wednesday, July 2, 2025

Staniwick 'Stan' Felmeter, Gnome Warlock

 

Name: Staniwick 'Stan' Felmeter
Ancestry: Gnome / Class: Warlock / Level: 8 / Patron: Fiend / Background: Artisan (Tailoring)

Attributes 
Str: 13 / +1
Dex: 16 / +3
Con: 16 / +3
Int: 18 / +4
Wis: 14 / +2
Cha: 18 / +4

Saves 
Str: +1
Dex: +3
Con: +3
Int: +4
Wis: +5
Cha: +7

Info 
AC: 14 (Robes)
Ini: +3
PB: +3
Perception: +2 / 12
HP: 67

Solare Shard: Attk: +8 / D: 1d6+5 / R: Near / Energy: Necrotic

Dagger: Attk: +6 / D: 1d4+3 / R: Thrown

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Tailor's Kit

Traits 
Gnome: Darkvision. Gnome Cunning: Advantage on Int, Wis, and Cha Saves vs. Magic. Tinker's Lore: Gain Expertise on History (Int) checks involving Alchemical, Artificery, and Technological items. Tinkerer: Begins play with a Wind-Up Sewing Kit.

Skills: Arcana: +7, Deception: +7, Insight: +5, Persuasion: +7 / Tool Kits (+3): Tailoring Kit

Feats: Fade Away

Pact: The Chain

Invocations: Agonizing Blast, Armor of Shadows, Eldritch Sight, Voice of the Chain Master

Spells 
Attk: +8 / Save: 15 / Spell Slots: 2

0: Eldritch Blast, Friends, Minor Illusion

1st: Comprehend Languages, Drain, Hex + Burning Hands, Command

2nd: Hex Bolt, Misty Step, Ray of Enfeeblement + Blindness/Deafness, Scorching Ray

3rd: Dispel Magic Hypnotic Pattern + Fireball, Stinking Cloud

4th: Blight + Fire Shield, Wall of Fire

Notes 

  • Staniwick Felmeter. A male gnome of what was supposed to be a female-only coven known as the 'Felmeter Witches'. It turns out his mother, Elspetha Felmeter, paid the price by seeing such a slick warlock as Increase Banewatch by producing a boy instead. Being the son of two talented Warlocks, Staniwick followed the same path, first studying under his mother, and then briefly with his grandmother, Ezma Felmeter, when he and his mother were on the outs.
  • His 'tinkering' has focused on his innate talent for sewing and weaving which translated to tailoring. He has operated as a traveling tailor under the banner of his business 'Felmeter Fabrics.' He is torn about creating a permanent store in one of three ports that are part of the Known World.
  • Is divorced from Nexia 'Nexie' Netherspark. His current wife is Lilah Felmeter. Gnome wizard and one of the few gnomish women willing to take the last name of her husband. A gift from his father is that he managed to get both women pregnant.

Tuesday, July 1, 2025

Port Kyna, The Seaport

 

Port Kyna 

Port Kyna is our first location as part of our setting. Originally known as the Seaport, Port Kyna is a major port that sits in the Free States, a buffering state that separates the Kingdom of Moonrae (The North) and the Kingdom of Sunrae (The South) in the aftermath of the Great War. To discourage future leaders of the greater kingdoms to try and invade one another again, the dregs and exiles from their lands were expelled into the Free States. If one was to try and unite the Free States into a single nation, they could become a powerful ruler and rival any of their neighbors. The task makes this a big 'if'.

Port Kyna is, naturally, a seaport founded by northern sea traders who were putting roots down in what was once simple fishing villages. Port Kyna was one of  several natural deep water harbors that encouraged growth after this first founding by these traders.

During the Great War, the city had served as headquarters for the North's expeditionary forces, requiring the walls to reinforced and greatly expanding the city. Warring in the lands drove a number of refugee families into the city's North and Eastling Quarters, giving rise to criminal gangs and resistance movements that sought to either throw off Northern Rule, or working on behalf of Sunrae spymasters to destabilize the city and allow the South to enter the city. Despite their best efforts, the city never fell, but the peace created by the Sun-Moon treaty was followed by a major evacuation of the city by northern lords and other notables. The city was left to the residents who for whatever reason were branded and could not return, or those that decided to keep what they had and remain in the Free States.

Hallmarks 

  • Among several districts in Port Kyna is Starfish Island. This natural island was built up as a series of townhouses and private jetties for the city's notables. Today wealthy sea captains now lodge in comfort to homes that once belonged to northern lords. The Triton, Lysander Aquantus, owns a townhouse closest to the water as he likes to take his private boat out and swim in the deeper waters.
  • The City is controlled from the offices located at Government Square, including the Blue Palace. Lord Mayor Byron Vanderboren currently lives in the palace and administers the city. He answers to a council of notables that form the Council of the Invited - The Port Kyna Senate.
  • Where to shop? Most townie shopkeepers and tradesmen prefer spaces in The Plaza. During the Great War, Port Kyna had constructed a series of walls that protect the old Fairgrounds and have allowed the Traveler Caravans, the Polnezna, to continue operating at the Fairgrounds. There is also the waterfront market over in the Docks District and the Bywater Market that imports luxury goods located on Starfish Isle. The very latter requires one to be a resident, or accompanied by a resident to utilize.
  • South District is a working class district, notably the servants and marketers who take the bridge over to Starfish Island. It is also home to the Sapphire Tower where the Port Kyna Mage's Guild is located.
  • The Gnomish Embassy, which originally represented the gnomish enclave of Farli, is located in Government Square (or the Square). The embassy does open its door to other groups as gnomes are often an open and generous people. It is managed by Boddynock Stotch. Formerly of Seraphine, located on the distant Isle of Nordwood before a number of adventures landed him in Port Kyna and his current job as an ambassador.
  • While other regions of the Free States have accepted security from the Elvish-based mercenary company, 'The Exiles,' Port Kyna is protected by a combination of the City Guard and the Ironhorns Brigade, a minotaur based force out of nearby Thul'kar (known as Hillside by non-Minotaur).

Lepidus Scicluna - Harengon Swashbuckler

  Name: Lepidus Scicluna Ancestry: Harengon / Class: Swashbuckler / Level: 5 Attributes   Str: 12 / +1 Dex: 20 / +5 Mind: 13 / +1 Cha: 16 / ...