Friday, August 29, 2025

Moff Saltjaw, Gnoll Swashbuckler

Name: Moff Saltjaw
Ancestry: Gnoll / Class: Scalawag / Level: 4 / Background: Pirate

Attributes 
Str: 17 / +3
Dex: 14 / +2
Con: 16 / +3
Int: 13 / +1
Wis: 14 / +2
Cha: 12 / +1

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

Info 
AC: 14 (Leather)
Ini: +2
PB: +2
Perception: +4 / 14
HP: 40

Cutlass, +1: Attk: +6 / D: 1d6+4 / R: Melee

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

Pistol: Attk: +4 / D: 1d10+2 / R: Near

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Rope, Potion of Swimming

Traits 
Gnoll: Darkvision. Scent: Advantage on Perception checks involving scent. Bully: Gain proficiency in Intimidate skill; Gain Expertise on Intimidation check against an obviously weaker target. Live to Fight Another Day: +10 speed when using the Disengage action.

Skills: Athletics: +5, Insight: +4, Intimidate: +5, Perception: +4, Survival: +4 / Tool Kits (+2): Card Set, Fishing Kit, Vehicles (W)

Feats: Attribute Upgrade (I)

Action Surge (1/Short Rest): Take a second action in the same round

Second Wind (1/Short Rest): Heal 1d10+4 hit points.

Improved Critical: Make a Critical Strike on a 19+

Notes 

  • Moff is a gnoll swashbuckler from a world of sea dogs and sea bulls, where gnoll and minotaur are known to sail around the known world and share a predominately coastal and island region with humans and the other ancestries. Moff is a member of the Bilgerats Crew which include the likes of gnolls, ratfolk, kobolds, and vulpera (fox folk).
  • Is a hardened salt serving under the con artist and scheming vulpera Voloscamp 'Volo' Rumrunner. Any relations to any bards that may, or may not roam and cause mischief in the Known World is purely coincidental. Unlike Voloscamp, Moff is a hardened scalawag who uses everything from guns, to knives, to swords, to finally using his sharp teeth that he uses for biting.
  • Wears a necklace made of coral beads, a gift from his former captain named Zulma before the ship went down later that year, brought down by an Orcish juggernaut. Voloscamp was the first captain to take Moff on since then. 

Thursday, August 28, 2025

Candice 'Juice' Newton, Human Gunslinger

Name: Candice 'Juice' Newton
Ancestry: Human / Class: Gunslinger / Level: 6 / Background: Traveler

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

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

Info 
AC: 15 (Leather Coat)
Ini: +3
PB: +3
Perception: +6 / 16
HP: 52

Lever Action: Attk: +6 / D: 1d12+3 / R: Near

Six Gun: Attk: +6 / D: 1d10+3 / R: Near

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

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Horse, Saddle, Rope, Glow Rod

Traits  
Human: Versatile: Increase two attribute categories by 1. Gain a free Skill or Tool Kit. Gift: Begin play with a free feat.

Skills: Athletics: +5, Insight: +6, Perception: +6, Survival: +4 / Tool Kits (+3): Card Set, Tinker's Tools, Vehicles (L)

Feats: Gunner, Sharpshooter

Action Surge (1/Short Rest): Take 2 actions in one round / Second Wind (1/Short Rest): Heal 1d10 + 6 in lost hit points.

Fighting Style: Superior Technique (# of Dice: 1 / Die Type: d6 / Save: 14) - Disarming Attack

True Grit 
# of Points: 4

Fan the Hammer, Fast Hands, Iron Sights

Notes 

  • Candice 'Juice' Newton is a pure human living around the City-State of Horn in the time after the great a great conflagration of strife has broken civilization and has left mutations and uplifted bestial humanoids in her wake. One of her companions happens to be a lizardfolk humanoid by the name of Selak.
  • She has a Blue Collar background as a cowgirl. She has ridden everything from mundane to mutated horses, to giant lizards, to dire ostriches. If it breathes and can have a saddle placed on its back, Candice can use it as a mount through the arid west to the greater plains. She often rides ahead of the group in the field, and when the group has vehicles, she likes to transport her mount in order to perform scouting.
  • Tools of the trade? One lever action rifle and a six-gun along with her survival knife. She typically carries a set of binoculars for scouting purposes and a commlink or radio when available.

Wednesday, August 27, 2025

Evade Bascombe, Catfolk Arquebusier

 

Name: Evade Bascombe
Ancestry: Catfolk / Class: Fighter / Level: 3 / Archetype: Gunslinger / Background: Treasure Hunter

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

Saves 
Str: +3
Dex: +3
Con: +4
Int: +1
Wis: +0
Cha: +2

Info 
AC: 16 (Breastplate)
Ini: +3
PB: +2
Perception: +2 / 12
HP: 28

Arquebus: Attk: +7 / D: 1d12+3 / R: Far

Shortsword: Attk: +5 / D: 1d6+3 / R: Melee

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

Claws: Attk: +5 / D: 1d6+3 / R: Melee 

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

Traits 
Catfolk: Darkvision. Claws (Natural Attack): 1d6 + Str or Dex. Skill Talent: Proficiency in Perception and Stealth. Feline Agility: Double speed for 1 round at a cost of reducing movement to 0 for the next round in order to recharge.

Skills: Arcana: +3, Athletics: +3, History: +3, Perception: +2, Stealth: +5, Survival: +2 / Tool Kits: Card Set, Thieves' Tools

Fighting Style (Marksman): +2 to-hit with ranged weapons. Action Surge (1/Short Rest): Take a second action in 1 round.

Second Wind (1/Short Rest): Heal 1d10+3

Trick Shots 
Grit: 2 / Save: 13

Dazing Shot, Wingclip Shot 

Notes 

  • Evade 'Eva' Bascombe is a Catfolk Arquebusier. A Fighter whose specialty and favorite weapon is the arquebus firearm. She also carries a shortsword, claws, and a knife, but when she likes to harass her targets with a handful of red powder and shot. She also stands out in colorful pantaloons and a painted breastplate while wearing her long brim hat.
  • Is one of the companions of the human sage and spelljammer captain, Quentin Axan. She lives aboard his modified tradesman class ship, the Libraria. A feature of the Libraria is the large stone idol that powers the ship and must be fed with knowledge in order for the ship to sail through the reaches of Wildspace. The idol is typically fed either with written and magical scrolls that are burned in the idol's flaming mouth, or gemstones which melt into liquid slag. Right now Quentin has placated the Libraria's demanding idol by giving it a large sapphire that will last for a full month before the idol needs to be placated again.
  • Evade's magic weapon of choice: Arquebus of Speed, +1. No matter what condition, the arquebus is always able to manifest usable powder that is readily available to discharge the shot, speeding up time between loading and firing the weapon. 

Tuesday, August 26, 2025

Thelema Gearmender, Gnome Tinker

 

Name: Thelema Gearmender
Ancestry: Gnome / Class: Artificer / Level: 7 / Background: Artisan

Attributes 
Str: 13 / +1
Dex: 15 / +2
Con: 12 / +1
Int: 17 / +3
Wis: 13 / +1
Cha: 14 (21) / +2 (+5)

Saves 
Str: +1
Dex: +2
Con: +4
Int: +3
Wis: +1
Cha: +2 / +5

Info 
AC: 13 (Leather)
Ini: +2
PB: +3
Perception: +1 / Passive: 11
HP: 45

Force Blast: Attk: +6 / D: 2d8 / R: Far / Special: Knockback (5 ft.)

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

Brass Knuckles: Attk: +5 / D: 1d4+2 / R: Melee

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Tool Kit, Spare Dungarees, Baron's Belt of Charisma (21) 

Info 
Gnome: Darkvision. Gnomish Cunning: Advantage on Int, Wis, and Cha Saves vs. Magic Spells and Effects. Tinker's Lore: Gain Expertise with History (Int) skill checks involving Alchemy, Artificer, and Technological items. Inventor (Music Box): Begin play with a small invention of choice.

Skills: History: +6, Insight: +4, Investigation: +6, Persuade: +5 (+8) / Tool Kits (+3): Card Set, Tinker's Set (+6)

Infusions (Known: 6 / In Use: 3): Bag of Holding, Enhanced Arcane Focus, Enhanced Defense, Radiant Weapon, Repeating Shot, Sending Stones / In Use: Bag of Holding, Enhanced Arcane Focus, Sending Stones

Arcane Firearm: When casting a spell via Arcane Firearm, roll a d8 and add the number as a bonus to the spell's damage. 

Spellcasting 
Attk: +7 / Save: 15

0: Mending, Thunderclap

1st - Slots: 4: Alarm, Build Ray Pistol, Deploy Personal Barrier, Detect Magic + Shield, Thunderwave

2nd - Slots: 3: Heat Metal, Magic Weapon + Scorching Ray, Shatter

Notes 

  • Thelema 'Thelma' Gearmender is a Gnome Artificer and artillerist who has rigged and improved on an older Model 3 double-barrel scattergun from Ironfroge Arsenal and reinventing it as a dangerous 'Force Ballista' slugthrower. She has embraced tinkering over arcane science.
  • Is a former 'Farm Girl' model for Applebottom Farms out of Elwynn Forest. The modeling jobs were there to help Thelema support her work as a tinkerer. Her rare magical item is her belt which seem to compliment the tight and sometimes grease stained dungarees she wears, adding to her Charisma.
  • Is married to Hugo Wittwicken after meeting him at a party while Hugo was an investor in 'Applebottom Farms' and partner of the widowed wife of Lord Applebottom. She has kept her maiden name for personal and professional reasons. As a compromise, she has tolerated Hugo's elemental companion, Baron Spray, to remain living at their house, but he had the fish tank that the Baron lives in moved to a separate room. 

Monday, August 25, 2025

Hugo Wittwicken, Gnome Mage

 

Name: Hugo Wittwicken
Ancestry: Gnome / Class: Mage / Level: 7 / Background: Sage

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

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

Info 
AC: 12 (Clothes)
Ini: +2
PB: +3
Perception: +2 / Passive: 12
HP: 44

Staff of the War Mage (+1): Attk: +5 / D: 1d6+2 / R: Melee / Special: Reach

Staff of the War Mage (+1): Attk:  +7 / D: 1d10+4 / R: Far / Energy: Cold

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

Gear: Backpack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Spellbook, Inkpen, Ink, Pocket Time Pierce, Glasses Case

Traits 
Gnome: Darkvision. Gnomish Cunning: Advantage on Int, Wis, and Cha Saves vs. Magic Spells and Effects. Tinker's Lore: Gain Expertise with History (Int) skill checks involving Alchemy, Artificer, and Technological items. Inventor (Time Piece): Begin play with a small invention of choice.

Skills: Arcana: +6, History: +6, Insight: +5, Investigation: +6 / Tool Kits (+3): Calligraphy Set, Forgery Set, Jewelers's Kit

Feats: Permanent Companion (Water Elemental)

Conjuration Abilities: Minor Conjuration, Benign Transportation

Spellcasting 
Attk: +7 / Save: 15

0: Light, Message, Ray of Frost, Shape Water

1st - Slots: 4: Absorb Elements, Dazzling Pop, Detect Magic, Expeditious Retreat, Find Familiar, Floating Disk, Ice Knife, Mage Armor, Shield

2nd - Slots: 3: Mirror Image, Invisibility, Snilloc's Snowball Swarm, Ward Against Spells

3rd - Slots: 3: Blink, Coldball, Counterspell, Remove Curse

4th - Slot: 1: Summon Elemental

Notes 

  •  Hugo Wittwicken is a mage, part time jeweler, and former resident of Dalaran before moving back to Ironforge to inherit a quiet fortune from the Cosgrove Motors Company (CMC) that he inherited from his mother. The company is actually a front for certain clandestine operation, supplying independent and free seas agents in the field with deliveries from the company. Generally Hugo leaves day-to-day management to others, serving as a clean name and face for the Ironforge Merchants Board.
  • One of his friends is his water elemental, a former Hydraxian Waterlord and voluntary exile from the Abyssal Maw named Baron Spray, as his real name is unpronounceable by mortal tongue. The Baron spends his time antiquing with Hugo or filling up a fish tank with fake fish.
  • Is married to a former Applebottom Farm's 'farm girl' model named Thelema 'Thelma' Gearmender, a tinker and part-time dungarees model. In addition to the money from Cosgroves Motors, Hugo has invested in Applebottom Farms... Azeroth News Network... he's generally made and held onto money. 

Friday, August 22, 2025

Urbol Ondot, Wolfling Medic

 

Name: Urdnol Ondot
Ancestry: Wolfling / Class: Fighter / Level: 3 / Archetype: Combat Medic

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

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

Info 
AC: 16 (Body Armor)
Ini: +2
PB: +2
Perception: +4 / 14
HP: 25

Blaster Rifle: Attk: +6 / D: 1d12+2 / R: Far / Energy: Radiant

Blaster Pistol: Attk: +6 / 1d10+2 / R: Near / Energy: Radiant

Monoknife: Attk: +4 / D: 1d6+2 / R: Melee

Bite: Attk: +4 / D: 1d6+2 / R: Melee / Special: Natural

Gear: Pack, Canteen, Rations, Bedroll, Glow Rod, Commlink, Medi Scanner, Medi Gel (2d4+2 Healing), Healer's Kit, Signal Flares

Traits 
Wolfling: Darkvision. Scent: Advantage on Perception checks using Scent. Innate Loyalty: Advantage on Save vs. Fear spells and effects. Bite (Natural Weapon): 1d6 + Str/Dex. Keen Instincts: Begin play with Survival skill.

Skills: Athletics: +4, Intimidation: +4, Medicine: +6, Perception: +4, Survival: +4 / Tool Kits (+2): Chess Set, Medic's Kit, Vehicles (L)

Second Wind (1/Short Rest): Heal 1d10+3 hit points / Fighting Style (Marksman): +2 to-hit with ranged weapons 

Action Surge (1/Short Rest): Take a second action in a single round.

Medical Expertise: Gain Expertise (Double Proficiency) with Medicine.

Battlefield Medicine (# of Dice: 3 / Dice Type: d6): Heal target a number of hit points equal to d6 + PB. 

Notes 

  • Urbol 'Urban' Ondot is a Wolfling Combat Medic, formerly of the Timber Revolt against the Throne of Rosefall which includes the outlying worlds known as 'Timber Sector.' The sector is the native worlds of both the Hochar (Boarfolk) and the Wolflings and are under the colonial rule of the Empire of Rosefall.
  • Although the revolt has gained ground in the midst of an interregnum following the death of 'The Sovereign' and the question of succession with an infant crown prince, Urbol has walked away from the revolt to pursue his own interests as a freelancer. He is currently working with Erma Neema, captain of the freighter Quartz Angel.
  • The Quartz Angel has been contracted to rendezvous with an outbound warehouse located on a arid planet known as 'Jasper' and retrieve something known as 'Frozen Organics.' After investigating the cargo to make sure there are no contaminants, the crew has learned they have been unwittingly contracted to transporting a frozen slave by a sleazy middleman.

Thursday, August 21, 2025

IG-86, Droid Breach Survivor

 

Name: IG-86

Background: Droid / Machine Men / XP: 0 / Spent: 20 / Hero Points: 3


Attributes
Might: 3D+1 / Athletics: 4D+1, Brawl: 4D+1, Stamina: 4D+1


Agility: 3D+1 / Dodge: 4D+1, Drive: 4D+1, Longarm: 4D+2, Pistol: 3D+2, Throwing: 4D+1


Wit: 4D+1 / Computer Use: 5D+1, Search: 4D+2, Tracking: 5D+1


Charm: 2D / Intimidate: 3D+2


Defenses: Block: 13 / Dodge: 13 / Parry: 10 / Soak: 14 (4 - Reinforced Chassis)


Blaster Rifle: Attk: 4D+2 / D: 4D+2 / R: Far / Damage Type: Energy


Slam: Attk: 4D+1 / D: 4D+2 / R: Melee


Stun Grenades: Attk: 4D+1 / D: 6D+1 / R: Thrown / Special: Ion; Non-Lethal


Gear: Commlink, Survival Kit (For Humanoids), Spare Battery, Ammo Bandolier


Traits
Robot: Natural Perks: Quick Study, Recall. Digital Being: Begin play with Soulless complication.


Perks: Quick Study, Recall


Complications: Soulless


Notes 

  • IG-86 is a former assassin turned bounty hunter droid who remains, originally, from an alternate dimension where the galaxy was a long time ago and far, far away before he ended up slipping through an unstable breach and wounded up on Breachworld. 'He' has been stuck ever since, fortunately, his power adapters are comparable to other Machine Men units that exist in the realm.
  • Formerly a 'guest' of the Empress of Mexico, a cruise ship turned free city that sales in what was once the Gulf of Mexico, IG-86 has recently found him stuck on the Florida Banks after that last job on Ana Maria had him and a Catfolk fighting vampires. Lasers can just be a hot as fire when directed at the undead.
  • Is now stuck, with a remaining battery, trying to find a boat or a job that will get him back to the relative security afforded by the Empress.

Wednesday, August 20, 2025

Thuzmergos, Dragonborn Mage

 

Name: Thuzmergos / aka: Thuzmer
Ancestry: Dragonborn / Scale: Blue / Class: Mage / Level: 5

Attributes 
Str: 15 / +2
Dex: 14 / +2
Con: 16 / +3
Int: 17 / +3
Wis: 14 / +2
Cha: 12 / +1

Saves 
Str: +2
Dex: +2
Con: +3
Int: +6
Wis: +5
Cha: +1

Info 
AC: 12 (Robes)
Ini: +2
PB: +3
Perception: +2 / Passive: 12
HP: 37

Staff: Attk: +4 / D: 1d6+2 / R: Melee / Special: Reach

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

L. Crossbow: Attk: +4 / D: 1d8+2 / R: Far

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Spellbook, Inkpen, Ink, Scroll Case: Acid Orb, Bear's Endurance, Continual Flame, Invisibility, Magic Weapon, Mirror Image, Wand of Magic Detection, Wand of Magic Detection

Traits 
Dragonborn: Draconic Ancestry (Blue): Resistance to Lightning damage. Breath (1/Short Rest / Dex Save: 14 for 1/2): 2d6 Lightning Damage.

Skills: Arcana: +6, History: +6, Intimidate: +3, Investigation: +6 / Tool Kits (+3): Calligraphy Kit, Glassblowing Kit

Feats: Ritual Caster

Order of Scribes: Wizardly Quill / Awakened Spellbook 

Spellcasting 
Attk: +6 / Save: 14

0: Blade Ward, Light, Message, Mind Sliver

1st - Slots: 4: Color Spray, Comprehend Languages, Detect Magic, Find Familiar, Mage Armor, Magic Missile, Sleep, Shield

2nd - Slots: 3: Mind Whip, Knock, Invisibility, Ward Against Spells

3rd - Slots: 2: Arcane Orb, Counterspell

Notes 

  • Thuzmergos 'Thuzmer' is a Blue Dragonborn wizard from the free-city of Memnon on Agis, located in the Desert of Calim, during a time when the Dragonborn existed along the other the people that dwelt in that period after the Time of Troubles and the the powers had returned from wandering as near mortals. Dragonborn had awoken at this time, serving these gods made flesh along with other powerful beings. Thuzmer was one of those awoken to serve Azuth, the Grand Magister, while the demi-god walked the planet during these turbulent times.
  • Since being released, Thuzmer has remained in the hot, dry climates that blue dragons often prefer, often working as a caravaneer or barge worker on the River Agis. One of his items he owns and uses is a Wand of Magic Detection that can help him detect and identify any magical cargo he may be carrying.
  • Is being talked to going along with a cleric of Lady Firehair (also known as Sharess), by the name of Hamiday Remzi to accompany her to Calimport. Having resolved some issue in the jungles of Chult, Hamiday has begun to recruit a new party to resolve some issue with her temple. She hopes to gain Thuzmergos' assistance by offering to help establish a shrine in Azuth after he aids her.

Tuesday, August 19, 2025

Sir Waldrick, Human Paladin


Name: Sir Waldrick
Ancestry: Human / Class: Paladin / Level: 4 / Background: Inquisitor

Attributes 
Str: 18 (21) / +4 (+5)
Dex: 14 / +2
Con: 17 / +3
Int: 12 / +1
Wis: 14 / +2
Cha: 17 / +3

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

Info 
AC: 18 (Plate) / 20 (Plate w/ Shield)
Ini: +2
PB: +2
Perception:
HP: 40

 +1 Longsword, Undead Slaying / Attk: +8 / D: 1d8 (1d10) + 6 / R: Melee / Special: Undead must save (Con Save: 17) or take 6d10 (Radiant) damage.

Dagger: Attk: +7 / D: 1d4+5 / R: Thrown

Shield Bash: Attk: +7 / D: 1d6+5 / R: Melee

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Belt of Giant Strength (Hill), Scroll (3rd Level / Bless, Cure Light Wounds)

Traits 
Human: Versatile: +1 Language, Skill,Tool Kit. Gift: Begin play with a free feat.

Skills: Athletics: +7, Intimidate: +5, Medicine: +4, Persuade: +5, Survival: +4 / Tool Kits (+2): Healer's Kit

Feats: Resilient (Constitution)

Divine Sense (4/Long Rest): Can detect supernatural entities, including aberrations, celestials, dragons, and fiends.

Lay On Hands (R: Touch / Points: 15): Heal targets in 5 point increments with a touch. Can spend 5 points to remove status effects such as poisoned.

Divine Health: Immune to disease.

Divine Smite: Spend spell slots to deal radiant damage on attacks, starting at 2d8 by spending 1st level spell slot.

Channel Divinity (1/Long Rest): Sacred Weapon / Turn the Unholy 

Spellcasting 
Attk: +5 / Save: 13

1st - Slots: 3: Bless, Compelled Duel, Divine Favor, Heroism, Shield of Faith + Protection from Evil & Good, Sanctuary 

Notes

  • Sir Waldrick is a Paladin of the Holy Light, deployed as a warden of a forsaken barony far from civilization in the region known as the 'West Marches.' The 'dark lands' is a barony located in the north and east quarter of this untamed region, with small towns and ruined castles dotting the region. Sir Waldrick has tasked by the church to help establish order.
  • Due to the presence of undead, Waldrick has been gifted a holy weapon, currently a +1, Undead Slaying sword. As he slays powerful undead (or levels up), Waldrick has a chance to increase the power of the weapon, eventually giving it the power of a Holy Avenger. If he lives long enough to kill that many powerful undead and fiends.
  • Has yet to remove his mask in public. When he eats, sleeps, other cases that he unmasks, he typically does it in private quarters.

Monday, August 18, 2025

Mr. Print, Panther Agent

Name: Mr. Print

Stock: Panther / XP: 20 / Rank: Seasoned


Attributes 

Agi: d8 Sma: d6 Spi: d6 Str: d6 Vig: d6


Skills: Climbing: d6, Driving: d6, Fighting: d8, Intimidate: d6, Lockpicking: d6, Shooting: d8, Stealth: d8, Streetwise: d6, Taunt: d6


Info: Pace: 6 / Parry: 6 / Toughness: 7/9 (2/4 - Undercover Vest) / Charisma: +0


Claws: Attk: d8 / D: 2d6 / R: Melee / Special: Natural


Razorback .45: Attk: d8 / D: 2d6+1 / R: 12/24/48 / AP: 1 / Special: SA


Ninjato: Attk: d8 / D: 2d6 / R: Melee


MP5: Attk: d8 / D: 2d6 / R: 12/24/48 / RoF: 3 / AP: 1 / Special: SA, FA, 3RB


Gear: Car, Commlink, Spare Ammunition


Traits 

Panther Stock: Low Light Vision. Claws (Natural Attack): d6 + Str; +2 Climbing checks


Hindrances: Bloodthirsty, Greedy (Mi), Overconfident, Quirk


Edges: Assassin

 
Notes 
  • Mister Print is a Pantheroid is a starting agent, hitman, and weaponsmith in a world swept by mutation that has led to the fall of the Golden Age. Few if any Truemen exist since the Big Crash, all that remains are mutants and bestial humanoids whose unique DNA markers protected them from the biological agents that were unleashed.
  • Is operating out of a Bay City. The remnant arcology along the west coast bordered by high cliffs and choking desert until you drive far enough east to reach Las Oasis or south to Poodle Springs.
  • Despite his lineage being traced to big cats, Mister Print has a first right to refuse contracts with the rabbit-based Molinardi Clan. The leporine clan is famous for its use of Bunny Girls, near human mutants that were genetically engineered and clone as companions and concubines. In the post-fall era, the girls can work independent, but often find themselves under the protection of groups such as the Molinardi. 

Friday, August 15, 2025

Chase Hightower, The Gambler

 

Name: Chase Hightower
Ancestry: Human / Class: Bard / College: College of Fortune / Level: 8 / Background: Gambler

Attributes 
Str: 14 / +2
Dex: 16 / +3
Con: 14 / +2
Int: 14 / +2
Wis: 14 / +2
Cha: 17 / +3

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

Info 
AC: 15 (Reinforced Jerkin)
Ini: +2
PB: +3
Perception: +5 / 15
HP: 59

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

Blackjack! (Magical Pistol): Attk: +7 / D: 1d10+4 / R: Near

Brass Knuckles: Attk: +6 / D: 1d4+3 / R: Melee 

Gambler's Deck: Attk: +7 / D: 1d4+4 / R: Thrown 

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Card Set, Gambler's Deck (+1)

Traits 
Human: Versatile: Begin play with a free Proficiency in a Skill or Tool Kit of choice. Gift: Begin play with a free Feat.

Skills: Deception: +6, Perception: +5, Persuade: +9, Sleight of Hand: +5, Stealth: +5 / Tool Kits (+3): Card Set (+6), Dice Set, Thieves' Tools, Vehicle (L)

Feats: ASI (I), Observant, Skulker

Bardic Music (3/Rest) - Inspiration (d8), Song of Rest (d6)

Expertise: Persuade, Card Set

Push Your Luck: When rolling a Bardic Inspiration, roll a second die of equal value. If the 'Gambler's Die' is below the original result, the Inspiration crap's out and the recipient receives no Inspiration. If the Gambler's Die is above the original result, the roll is an 'Lucky Streak!' and the recipient gains a bonus equal to the initial Inspiration Dice + the Gambler's Die result.

Pocket Ace (1/day): At the start of a 'day' a Bard of Fortune may roll a d8 twice and take the better result. They hold this result until they use a 'Push Your Luck' ability can substitute this Pocket Ace roll instead of the result they received.

Spellcasting 
Attk: +6 / Save: 14

0: Blade Ward, Fool's Gold, Prestidigitation

1st - Slots: 4: Charm Person, Comprehend Languages, Cure Wounds, Heroism

2nd - Slots: 3: Knock, Spray of Cards, Suggestion

3rd - Slots: 3: Bestow Curse, Fear, House of Cards

4th  - Slots: 2: Freedom of Movement

Notes 

  •  Chase Hightower is a Human 'Bard' from the College of Fortune. His inspiration, powers, and bardic abilities are all accomplished by him rolling dice or drawing playing cards that have apparent supernatural effects. He is also a fair singer, which has won him one or two amateur night contests.
  • Has recently absconded from Newworth and the Isle of Falincolm with one of the 'Old Coins' that belonged to Lord DeSirrus' ancestors and is one of several pieces of the 'High Table' the grand council of pirates, scalawags, and privateers across the known world. Chase is hoping by keeping to land, and a step ahead of the people looking for him, that Chase can break a previous contract he made with Lord DeSirrus without being later killed in revenge... also walk away with some money in his pocket.
  • Carries two magical items. The first is Blackjack, his enchanted close range derringer pistol, whose masterwork dwarven design and enchantments give it extra penetration. He also carries Gambler's Deck. This deck always seems to give Chase an advantage when playing cards (+1 to Card Set Tool Kit) and individual cards can be hurled as throwing weapons with sharp edges that cut through lesser armors (+1 Dagger/Throwing Knife). 

Thursday, August 14, 2025

Jacqueline 'Jackie' Early, Human Rogue

Name: Jacqueline 'Jackie' Early
Ancestry: Human / Class: Rogue / Level: 7 / Background: Guild Merchant (Bar & Entertainment Industry)

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

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

Info 
AC: 13 (Leather)
Ini: +2
PB: +3
Perception:
HP: 45

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

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

Pistol: Attk: +5 / D: 1d10+2 / R: Near

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Thieves' Tools, Hidden Compartment Pouch, Chalk, Flask

Traits 
Human: Versatile: Gain a free Skill and Language at character creation. Gift: Begin play with a free Feat.

Skills: Deception: +5, Insight: +8, Perception: +5, Persuade: +8, Sleight of Hand: +8, Stealth: +5 / Tool Kits (+3): Card Set (+6), Thieves' Tools

Feats: Tavern Brawler

Sneak Attack: 4d6

Cunning Action (1/Round): As a Bonus Action, a Rogue may Dash, Disengage, or Hide + Sleight of Hand, Disable Trap

Uncanny Dodge (1/Round): As a Reaction, a Rogue can halve damage of an incoming attack that they can sense coming.

Evasion: On a successful Dex Save for 1/2 damage, a Rogue negates all damage instead.

Second Story Work: Climbing does not cost extra movement and increase feet gained during a long jump.

Notes 

  • Jacqueline 'Jackie' Early is the owner of 'The Mansion' taproom down Old Governor's Way. She also runs the predominately female run Purple Gang that operates as protection, fencing, and other criminal actions in the neighborhood. Jacqueline views herself as a beneficiary and protector of the poor to working class folks that live around Old Governor's Way.
  • Is concerned for her brother, a rogue named Malcolm Early, an independent operator who finds shelter in the Purple Gang's territory and is dating Jackie's best singer, Danielle Dusk. She feels he is one day going to get in too deep in trouble with people that will put the entire neighborhood in danger, running around, taking down scores in Uptown.
  • Her immediate friends include Lucrezia Shadowlock and Sinori Brashblade. She likes Danielle, but knows the tiefling singer can be a bit of a flirt, which cools her warmness as Danielle is currently playing with her brother.

Wednesday, August 13, 2025

Richard Mulholland, Minotaur Detective

Name: Mulholland
Ancestry: Minotaur / Class: Detective / Level: 10 / Background: Investigator

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

Saves 
Str: +8
Dex: +2
Con: +7
Int: +1
Wis: +2
Cha: +1

Info 
AC: 16 (Natural)
Ini: +6
PB: +4
Perception: +6 / 16
HP:  110

Handcannon, Masterwork (+1): Attk: +7 / D: 2d8+3 / R: Near

Scattergun: Attk: +6 / D: 2d8+2 / R: Near / Special: CQB

Gore: Attk: +8 / D: 1d6+4 / R: Melee

Gear: Flashlight, ID, Car

Info 
Minotaur: Darkvision. Natural Armor: 13 + Dex. Gore (Natural Attack): 1d6 + Str. Charge (3/Long Rest): On a Gore hit, apply +1d6 damage and shove target up to 10 ft. Labyrinth Sense: Can retrace steps without rolling a check.

Skills: Athletics: +8, Insight: +6, Investigation: +5, Perception: +6 / Tool Kits (+4): Card Set, Vehicles (L)

Feats: ASI I, Gunner, Tough

Second Wind (1/Short Rest): Heal 1d10 + 10 / Action Surge (1/Short Rest): Take 2 actions in 1 round.

Fighting Style: Defense

Extra Attack: May make 2 attacks per round.

Indomitable (1/Long Rest): Gain a re-roll on a failed Saving Throw of the character's choice.

Quickdraw: Add Proficiency Bonus to Initiative.

Grit 
# of Points: 2 / Save: 14

Tricks: Bullying Shot, Deadeye, Piercing Shot, Violent Shot

Notes 

  •  Richard Mullholand, often known simply as 'Mulholland,' is a former minotaur heavy turned private investigator working the mean streets of Neptune Key. A southern coastal city in The Union known for its neon lights, palm trees, and low lives. Through these mean streets walks Richard Mulholland, one of the toughest in the city.
  • Although he views himself as a legitimate operator, Mulholland occasionally entertains job offers from Nestor Dowst, a wererat and local operator in Mulholland's section in the city (Old Neptune. The Northeast). Nestor is known to involve himself in the criminal element, but he sometimes gets more legitimate bodyguard or bounty jobs form the Nocturnal Council.
  • Naturally favors a revolver handcannon due to his size and strength. He also keeps a pump action scattergun secured in the trunk of the car. He doesn't need a gun to be dangerous, he has enough size and strength that his punches can kill normal men. He also can gore with his horns.

Tuesday, August 12, 2025

Nexia Netherspark, Gnome Warlock

 

Name: Nexia 'Nexie' Netherspark
Ancestry: Gnome / Class: Warlock / Level: 6 / Background: Sage / Pact: of the Sole / Patron: The Efreet

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

Saves 
Str: +2
Dex: +3
Con: +3
Int: +5
Wis: +6
Cha: +7

Info 
AC: 14 (Robes + Ring of Protection)
Ini: +2
PB: +3
Perception: +2 / 12
HP: 45

Shadow Rod: Attk: +7 / D: 1d8+4 / R: Near / Energy: Necrotic

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

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

Skills: Arcana: +7, Deception: +6, History: +7, Intimidation: +6

Feats: ASI (I)

Invocations: Agonizing Blast, Fiendish Vigor, Sneakers

Elemental Gift (Efreeti): Gain Resistance vs. Fire damage.

Magical Vessel (Ring): Bottled Respite (1/Long Rest): Take refuge in a magical plane created within your chosen vessel. Genie's Wrath (1/Round): Once per round, one of your damaging rolls adds bonus damage equal to Proficiency Bonus. This damage is Fire-based.

Grimoire 
Attk: +7 / Save: 15 / Slots: 2 / Spells Known: 7

0: Eldritch Blast, Mage Hand, Minor Illusion

1st: Armor of Agathys, Expeditious Retreat, Hex + Burning Hands

2nd: Hold Person, Mirror Image + Scorching Ray

3rd: Counterspell, Curse of Weakness + Fireball

Notes

  • Nexia 'Nexie' Netherspark is one of the wives, in fact the first wife, of Staniwick Felmeter. Like Stan, Nexia is a Warlock, with her patron being one of the Firelords of the Brass City. An Efreeti who has agreed to award Nexia powers of the flame in exchange for her loyalty. Nexia's patron is enhanced by her chosen Pact, which is her shoes, magically forged in the City of Brass and taking any shape as needed on her feet. She uses them for all occasions.
  • Was studying under Staniwick's mother, Elspetha Felmeter, when he offered to share the secrets he had already learned from his mother back when Elspetha was his teacher, in exchange in becoming lovers. Although they have gone through patterns of involved or separated, Nexia ultimately joined the harem as one of Stan's wives. They have two children together.
  • Despite a cold reception, Nexia has the closest relationship to Elspetha as Nexia was once Elspetha's apprentice before she managed to gain several of Elspetha's secrets due to Nexia being with Staniwick.

Monday, August 11, 2025

Cyrano Stillnight, Ren'dorei Hunter

 

Name: Cyrano Stillnight
Ancestry: Ren'dorei (Void Elf) / Class: Hunter / Level: 6 / Background: Soldier

Attributes 
Str: 15 / +2
Dex: 20 / +5
Con: 14 / +2
Int: 14 / +2
Wis: 18 / +4
Cha: 14 / +2

Saves 
Str: +5
Dex: +8
Con: +2
Int: +2
Wis: +4
Cha: +2

Info 
AC: 17 (Reinforced Leather)
Ini: +5
PB: +3
Perception: +7 / Passive: 17
HP: 52

Scimitar: Attk: +8 / D: 1d6+5 / R: Melee

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

Lightning Bow: Attk: +10 / D: 1d8+5 / R: Far / Special: Bolt! (+1d6 Lightning Damage)

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

Traits 
Ren'dorei: Darkvision. Keen Senses: Begin play with Perception skill proficiency. Chill of Night: Resistance to Psychic Damage. Preternatural Calm: Advantage on Concentration checks. Spatial Rift (1/Long Rest): Cast Blink up to 100 ft. Void Magic: Chill Touch (Cantrip), Detect Magic (1/Long Rest), Blink Step (1/Long Rest)

Skills: Animal Handling: +5, Athletics: +5, Intimidate: +5, Perception: +7, Persuade: +8, Stealth: +8, Survival: +7 / Tool Kits: Chess Set, Vehicles (L)

Feats: ASI (I)

Fighting Style: Archery / Canny (Persuade)

Favored Enemy (Beasts / Humanoids): +2 Damage; Advantage on track selected enemies.

Multiattack: A Hunter may make 2 attacks per round.

Careful Aim: Sacrifice Move action to gain an Advantage on ranged attack roll.

Spellcasting - Ren'dorei (Cha)
Attk: +5 / Save: 13

0: Chill Touch

1st - 1/day: Detect Magic

2nd - 1/day: Blink Step

Spellcasting - Hunter (Wis)
Attk: +7 / Save: 15

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

2nd - Slots: 2: Mute + Beast Sense

Notes 

  • Cyrano 'Cyril' Stillnight is a former Sin'dorei turned Ren'dorei (Void Elf) after an undercover operation into Magister Umbric's enclave in the Ghostlands left him exposed to the void and forever tainted in the eyes of his Sin'dorei superiors. Cyrano is currently banished from the Kingdom of Quel'thalas and resides in exile in Stormwind.
  • Carries Bel'thar, the Storm's Arrow. This bow turns mundane arrows into bolts of magical lightning that add +1d6 damage (lightning) to bow attacks. This is an heirloom that has followed Cyrano into exile.
  • Despite being a Hunter, Cyrano's exposure to the Void not only doomed him to exile, it also had his name struck as a prospective ranger. He is now a Hunter who has had self-teach or learn the tricks and powers of a ranger from others. 

Friday, August 8, 2025

Thaddeus Hunley, Mastar Wildspace Sailor

 

Name: Thaddeus Hunley
Ancestry: Mastar (Dogfolk) / Class: Rogue / Level: 5 / Background: Quartermaster

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

Saves 
Str: +2
Dex: +6
Con: +1
Int: +5
Wis: +3
Cha: +3

Info 
AC: 14 (Leather)
Ini: +6
PB: +3
Perception: +6 / 16
HP: 33

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

Pistol: Attk: +6 / D: 1d10+3 / R: Near

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

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

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Calligraphy Set, Sash of the Mana Ray

Traits 
Mastar (Dogfolk - Sheepdog): Darkvision. Skill Talent: Perception & Survival. Canines (Natural Attack): 1d6 + Str Piercing Damage. Inspiring Howl (3/Long Rest): Grant Temporary HP equal to PB x 2 (6) that lasts until the Mastar's next turn. Sniffer: Advantage on Perception/Survival checks to track an object or person that they have a scent of.

Skills: Athletics: +5, History: +5, Insight: +6, Investigation: +5, Perception: +6, Persuade: +6, Stealth: +6, Survival: +6 / Tool Kits (+3): Calligraphy Set, Card Set, Fishing Kit

Feats: Fighting Initiate (Blindsight - 10 ft.)

Cunning Action (1/Round): As a Bonus Action, a Rogue can Dash, Disengage, or Hide.

Sneak Attack: 3d6 / Fancy Footwork: On a melee attack, the target of the attack cannot make an attack of opportunity against the Swashbuckler for 1 round.

Rakish Audacity: Add Charisma to Initiative. When fighting a creature without any other creatures within 5 ft. of the target, treat attacks as Sneak Attacks.

Notes 

  • Thaddeus Tecumseh Hunley (T.T. Hunley) is a Mastar of Sheedog stock that serves as the head clerk under Edmonton 'Eddie' Dies. His role aboard the Grey Katherine is generally paymaster, clerk, and communications officer in charge of both the wireless tapcode machine and the brazier of minor conjuring. He also runs the ship's broadsheet: The Daily Howl
  • Can be surprisingly adroit and aware, despite a common appearance of having hair in his eyes. With some fighting initiate training, Thaddeus has a talent of blind fighting by using a natural blindfold that is his long shaggy hair.
  • His magic item is a Sash of the 'Mana' Ray which can magically change into a flying cloak if Thaddeus is pulled out of the air bubble of the Grey Katherine. The cloak allows him to indefinitely breathe and 'swim' in the Wildspace and the Astral Speed, albeit it he would be stuck paddling for years before he reached anything significant. It is a good insurance policy if he is knocked off the ship during a fight and can swim back to the ship's envelope rather than drift to oblivion.

Thursday, August 7, 2025

Veronika Flashpoint-Felmeter, Gnome Sorceress

Name: Veronika Flashpoint-Felmeter
Ancestry: Gnome / Class: Sorcerer / Level: 7 / Background: Artisan / Bloodline: Infernal

Attributes 
Str: 10 / +0
Dex: 14 / +2
Con: 16 / +3
Int: 17 / +3
Wis: 14 / +2
Cha: 16 (21) / +3 (+5)

Saves 
Str: / +0
Dex: +2
Con: +6
Int: +3
Wis: +2
Cha: +8

Info 
AC: 12 (Robes)
Ini: +2
PB: +3
Perception: +2 / 12
HP: 55

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

Wand of Bee Stingers: Attk: +8 / D: 1d8+5 / R: Near / Energy: Poison

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Grimoire, Inkpen, Ink, Gown of the Baron (Charisma 21)

Traits 
Gnome: Darkvision. Gnome Cunning: Advantage on Int, Wis, and Cha Saving Throws vs. Magic. Tinker's Lore: Gain Expertise on History (Int) checks involving Alchemical, Artificery, and Technological items. Tinker: Invent an item (Wind-up Toy)

Skills: Arcana: +6, Deception: +8, Insight: +5, Persuade: +11 / Tool Kits (+3): Cartography Kit, Glassblowing Tools, Tinker's Tools

Feats: Eldritch Adept

Devil's Tongue: Gain Expertise in Persuasion. Cast Charm Person (1/Long Rest)

Corrupting Touch (R: Touch / Attk: +6 / Use: 3/Long Rest): Target takes 2d8 (Psychic) damage and must make a Wis Save (14) or be Frightened for until the end of the character's next turn.

Infernal Blood: Resistance to Fire and Poison damage. Summon Imp (1 Sorcery Point) - Summon an imp to serve the Sorcerer for 1 minute or until they dismissed or reduced to 0 HP.

Sorcery Points (7): Regenerate Spell Slots; Subtle Spell

Spellcasting 
Attk: +8 / Save: 16

0: Acid Splash, Create Bonfire, Grid Shielding, Light, Message

1st - Slots: 4: Chaos Bolt, Mage Armor, Sleep

2nd - Slots: 3: Crown of Madness, Mirror Image

3rd - Slots: 3: Catnap, Dispel Magic

4th - Slots: 1: Dominate Beast

Notes 
  • Veronika 'V' Flashpoint-Felmeter is the fourth wife of Staniwick Felmeter's harem of gnomish (and one goblin) wives. She is a Sorceress, and despite her bright pink hair and rosy cheeks, her lineage of Warlocks and left-hand path magic-users has given her an innate connection to the Infernal. She is both bright and deadly with naturally pink colored hair.
  • Inherited a rare magical item known as the Gown of the Baron. This gown can change color and shape once per day on command and grants Veronika a magically enhanced Charisma of 21. She uses this enhanced Charisma to charm others, including her own husband at times.
  • Children he has with Staniwick: Theodore 'Theo' Felmeter.

Wednesday, August 6, 2025

Leto Felmeter, Gnome Rogue

 

Name: Leto Brokenlock-Felmeter
Ancestry: Gnome / Class: Rogue / Level: 6 / Background: Smuggler

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

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

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

Hand Crossbow: Attk: +6 / D: 1d6+3 / R: Near

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

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Thieves' Tools, Hearthstone, Locket (Picture of Elspetha), Gloves of Thievery

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

Skills: Arcana: +6. Acrobatics: +6, Deception: +8, History: +6, Insight: +5, Investigation: +6, Persuasion: +5, Sleight of Hand: +6, Stealth: +9 / Tool Kits (+3): Calligraphy Kit (+6), Glassblowing Kit, Thieves' Tools (+6), Tinker's Tools

Feats: Skilled

Expertise: Calligraphy Kit, Deception, Stealth, Thieves' Tools / Sneak Attack: 3d6

Cunning Action: Dash, Disengage, Hide + Disarm Trap, Sleight of Hand

Second-Story Work: Climbing no longer costs extra movement; Add +3 ft. to a running jump.

Notes 

  • Leto Felmeter, born Leto Brokenlock, is Staniwick's former roommate at Gnomeregan Technical Institute (GTI) and not be confused with Gnomeregan Institute of Technology (GIT). Like Staniwick, Leto is considered a 'less than' proficient gnome when it comes to tinkering. He is still quite intelligent in the fields of mechanical science, with a light understanding of arcane and artifcer science, but his passions lay elsewhere in calligraphy and the written word.
  • Takes the name Felmeter after being seduced and later marrying Elspetha 'Elspeth' Felmeter when they met at Leto and Stan's college reunion. He is the father of Grimma Felmeter, but under no uncertain terms does Stan view Leto as his stepfather.
  • Is a founding member of the Illegal Lobster smuggling crew, but has taken a backseat after a disastrous heist on the Speedbarge led the crew to being on the Steamwheedle's wanted list. He currently is cooling off by acting as Staniwick's assistant.

Tuesday, August 5, 2025

Ayreon, Earth Genasi Fighter

 

Name: Ayreon
Ancestry: Earth Genasi / Class: Fighter / Level: 3 / Background: Soldier

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

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

Info 
AC: 18 (Breastplate + Shield)
Ini: +2
PB: +2
Perception: +2 / Passive: 12
HP: 29

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

Shield Bash: Attk: +5 / D: 1d6+3 / R: Melee

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

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

Traits 
Earth Genasi:

Skills: Athletics: +5, History: +3, Insight: +4, Intimidate: +3, Persuade: +3 / Tool Kits (+2): Dice Set, Vehicles (L)

Second Wind (1/Short Rest): Restore 1d10 + 3 in lost hit points.

Action Surge (1/Short Rest): A Fighter may take 2 actions in 1 round.

Fighting Style: Superior Technique (# of Dice: 1 / Dice Type: d6) - Sweeping Attack

Fighting Spirit (3/Long Rest): Gain 5 Temporary HP and Advantage on a weapon attack.

Notes 

  • Ayreon is an Earth Genasi Fighter working for Lady Lavinia Vanderboren out of the Port of Sasserine. He is a relatively fresh face in the adventuring scene. Hailing from the earth and fire genasi enclave located in the nearby mining community of Cauldron. He is currently living in a port city that is more of a home to air and water genasi.
  • Fighting Style is Superior Technique, allowing him to make a sweeping attack that can strike a second target. His main talents include precise attacks and hardening his skin with temporary hit points.
  • Is attracted to Lady Vanderboren and wants to prove himself as both a sword arm she can depend on, and amass enough money and prestige to be an attractive partner and not force her to seek the hand of one of the other noble families located in Sasserine.

Monday, August 4, 2025

Kobold Gunner

 

Kobold Gunner
Small humanoid (kobold), lawful evil

Armor Class 15 (studded leather)
Hit Points 20 (5d6 + 5)
Speed 30 ft.

Attributes
Str: 8 / -1
Dex: 16 / +3
Con: 12 / +1
Int: 10 / +0
Wis: 8 / -1
Cha: 8 / -1

Skills Stealth +5, Perception +1
Senses darkvision 60 ft., passive Perception 11
Languages Common, Draconic
Challenge 1 (200 XP)
Proficiency Bonus +2

Actions
Kobold Carbine. Ranged Weapon Attack: +5 to hit, range 80/240 ft., one target.
Hit: 9 (1d12 + 3) piercing damage.

Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 3) piercing damage.

Traits
Pack Tactics. The kobold has advantage on attack rolls against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Deadly Shot (3/Day). When the kobold gunner hits a target with its kobold carbine, it can deal an extra 1d6 piercing damage.

Misfire. If the kobold gunner rolls a natural 1 on an attack roll with its kobold carbine, the weapon misfires and explodes. The kobold takes 1d6 piercing damage, and the firearm is destroyed and cannot be used until repaired (typically requiring 1 hour and a successful DC 12 Dexterity [Tinker’s Tools] check, or replaced entirely).

Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Notes
  • Kobold Gunners are kobolds from advanced who have learned (or stolen) the secrets of gunpowder from gnomes, goblinoids, or other groups that are capable of producing gunpowder, redpowder, or smokepowder. These kobolds have cobbled together crude carbines and pistols that they use to defend the tribe or on raids.
  • Kobold Gunners sometimes pack an extra charge of powder, giving them extra striking power with an attack, but due to haphazard design of the weapon also causes the guns to occasionally explode.
  • In Wildspace, tired of the abuse they suffered at the hands of the Scro and larger humanoids, kobold tribes that once served on Gamaro Base stole the secrets of smokepowder, creating the first Kobold Gunners. A brief rebellion within the massive artificial structure led to a temporary setback to the scro's Morag-Bal Fleet and forming the 'Broken Horn Rebellion' named after the kobold's green dragon mascot, Broken Horn (Merosserth, The Broken Horn)

Friday, August 1, 2025

Telsihn, Serpentfolk Archer

 

Name: Telsihn
Ancestry: Serpentfolk / Class: Fighter / Level: 7 / Background: Mercenary Veteran

Attributes 
Str: 14 / +2
Dex: 19 / +4
Con: 15 / +2
Int: 11 / +0
Wis: 13 / +1
Cha: 14 / +2

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

Info 
AC: 16 (Reinforced Leather)
Ini: +9
PB: +3
Perception: +4 / 14
HP: 60

Longbow: Attk: +9 / D: 1d8+6 / R: Far

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

Dagger: Attk: +7 / D: 1d4+4 / R: Thrown

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Ring of Archery, Quiver

Traits 
Serpentfolk: Darkvision. Magic Resistance: Advantage on Save vs. Magic Spells and Effects. Poison Resistance: Advantage on Saves vs. Poison; Resistance to Poison Damage. Serpentine Powers (Cha-Based; Attk: +5 / Save: 13): Poison Spray, Animal Friendship (Serpents) (2/Long Rest); Suggestion (1/Long Rest)

Skills: Athletics: +5, Intimidate: +5, Perception: +4, Persuade: +5 / Tool Kits (+3)

Feats: Alert, Piercer

Second Wind (1/Short Rest): 1d10+7 / Action Surge (1/Short Rest): Take 2 actions in a single round.

Extra Attack: May make 2 attacks per round.

Champion: Increases Critical Threshold to 19-20

Remarkable Athlete: Add +2 to any Str, Dex, or Con based-skill roll the Fighter is not already proficient in.

Notes 

  •  Telsihn is a Serpentfolk Archer native to the jungles of the Chult Peninsula who has mastered the bow in order to survive in the wilderness in a savage land of warring men, dinosaurs, and beasts of the jungle. Telsihn is one of the few that is willing to work with outlanders that typically arrived at Port Nyanzaru.
  • Is acting as a guide and hired archer for Hamiday Remzi, the Rashemi cleric of Sune who has arrived at the port on a call to help establish a temple of Sune within the city. Telsihn worships a combination of ancestor spirits and Ubtao, the Lord of Chult. He has taken the job because Hamiday has a stipend that can hire him on.
  • Favored magical item: 'The Garnet Eye.' A silvery ring that is worn on Telsihn's finger and acts as a Ring of Archery.

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 / ...