Tuesday, September 30, 2025

Tiarnach Barleyfield, Rabbitfolk Ranger

 

Name: Tiarnach Barleyfield
Ancestry: Rabbitfolk / Class: Ranger / Level: 3

Attributes 
Str: 14 / +2
Dex: 16 / +3
Mind: 13 / +1
Cha: 13 / +1

Saves
Fort: +4
Ref: +3
Will: +1

Info 
AC: 15 (Reinforced Leather)
Ini: +2
PB: +2
Perception: +3 / 13
HP: 28

Crossbow +1: Attk: +8 / D: 1d8+4 / R: Far

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

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

Kick: Attk: +5 / D: 1d6+3 / R: Melee / Special: Natural

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Potion of Cure Moderate Wounds, Elixir of Stealth

Traits 
Rabbitfolk: Keen Sense (Hearing): Gain Perception skin; Advantage on Listen checks. Kick (Natural Attack): 1d6 + Str/Dex Bludgeoning. Longstrider: +5 Speed. Speak With Animals: Has Speak with Animals active for Rabbit/Hare beasts.

Skills: Phys: +2 / Subt: +0 / Know: +0 / Comm: +0 / Surv: +2 / Tool Kits (+2): Cooking Utensils / Specialties: Survival (+5)

Favored Enemy (Monstrosities): +2 damage; Advantage on tracking.

Canny (Survival): Gain Expertise with Survival. / Fighting Style (Archery): +2 to-hit

Gathered Swarm (1/Round) - Gain a swarm of butterflies that deals a +1d6, knocks foe 15 feet (Str Save: 12 Negates) or maneuver 5 feet.

Spellcasting 
Attk: +4 / Save: 12 / Mana: 9

1st - Cost: 3: Cure Wounds, Make Camp, Zephyr Strike + Speak With Animals

Notes 

  • Tiarnach Barleyfield is a rabbitfolk ranger that lives on the border between the upland hills and the valleys with lakes large lakes and moors, sometimes known as the Troll Lands or Troll Woods due to the prominence of greater and lesser troll kin.
  • Tiarnach, along with others including fellow rabbitfolk, local woodsmen, and forest gnomes often band together to deal with threats such as violent trolls and troll-kin and the occasional hag or witch haunting the woods trying to steal children.
  • Tiarnach's training under his tutor, Galen, has dealt in trolls over other threats, although as he gains more experience of the area and as a ranger, Tiarnach can add new targets to his Monster Knowledge ability.

Monday, September 29, 2025

The Swanmera!

 

Swanmera
Large monstrosity, chaotic neutral

Armor Class 14 (natural armor)
Hit Points 114 (12d10+48)
Speed 30 ft., swim 40 ft., fly 50 ft.

Str: 17 / +3
Dex: 14 / +2
Con: 19 / +4
Int: 5 / -3
Wis: 14 / +2
Cha: 12 / +1

Saving Throws Dex +5, Wis +5
Skills Perception +8
Senses darkvision 60 ft., passive Perception 18
Languages understands Sylvan but can’t speak
Challenge 6 (2,300 XP)
Traits
Multi-Headed Awareness. The Swanmera has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.

Graceful but Fierce. The Swanmera can take the Dash, Disengage, or Dodge action as a bonus action once per short or long rest.

Aquatic Grace. The Swanmera can breathe both air and water.

Actions
Multiattack. The Swanmera makes three attacks: two with its beaks and one with its wings.

Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage.

Wing Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 12 (2d8+3) bludgeoning damage.

HONK! (Trumpeting Cry) (Recharge 5–6). Each head lets out an ear-splitting swan’s call. All creatures in a 30-ft cone must make a DC 15 Wisdom saving throw or be frightened until the end of their next turn. On a success, a creature is immune to the Swanmera’s Cry for 24 hours.

Lightning Breath (Recharge 5–6). The Swanmera exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 31 (7d8) lightning damage on a failed save, or half as much on a successful one.

Notes 
  • Swanmera are terrifying protectors of druid glades and sylph ponds, created by the most powerful members of the fey and sylvan courts who take three swan eggs, one from different nests of blessed swans in order to enchant and fuse the essence of life within the eggs to form the Swanmera. Its appearance is that of three swan heads joined in a large swan body, honking, hissing, and pecking at targets.
  • The beak of Swanmera is hard and pointed with the striking power of a greatsword. It can split armor and counts as a magical weapon in order to strike and kill fiends. Lesser enemies are also subject to the powerful HONK that a Swanmera's three heads can release, making targets tremble in terror. The Swanmera are born with an innate breath weapon and are able to channel bolts of lighting through the center head of the trio.
  • Although the Swanmera is born with an innate desire to protect the glade or spring that they were born at, the chaotic energies harnessed in their creation can at times make them a threat to their allies. It is best to guide the Swanmera to the direction of the enemy and then stay out of the Swanmera's way. Until there is an enemy present, most gladewardens advise apprentice druids or lesser fey to steer clear of a Swanmera as it patrols an area.

Friday, September 26, 2025

Gisbert Highforge, Dwarven Fighter

 

Name: Gisbert Highforge
Ancestry: Dwarf / Class: Fighter / Level: 3 / Background: Miner / Archetype: Dungeoneer

Attributes 
Str: 16 / +3
Dex: 11 / +0
Con: 17 / +3
Int: 10 / +0
Wis: 16 / +3
Cha: 13 / +1

Saves 
Str: +5
Dex: +0
Con: +5
Int: +0
Wis: +3
Cha: +1

Info 
AC: 20 (Splint + Shield)
Ini: +0
PB: +2
Perception: +5 / 15
HP: 31

War Pick: Attk: +5 / D: 1d8+3 / R: Melee 

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

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

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Sack, Candles, Periapt of Wound Closure, Potion of Stone Giant Strength

Traits 
Dwarf: Darkvision. Resistance: Advantage on Save vs. Poison; Resistance to Poison Damage. Toughness: 1 HP per level. Stonecunning: Gain Proficiency on History (Int) involving natural and worked stone.

Skills:  Athletics: +5, Investigation: +2, Perception: +5, Survival: +5 / Tool Kits (+2): Card Set, Mining Kit, Smith's Tools, Vehicle (L)

Second Wind (1/Short Rest): Heal 1d10+3 / Action Surge (1/Short Rest): Take a second action in 1 turn.

Fighting Style (Defensive): +1 AC.

Danger Sense: Advantage on Dex saves vs. Traps

Kick in the Door: When being the first one to kick in the door, crash through a window, or other surprise entrances, you gain an Advantage on Attack Rolls for 1 round. 

Notes 

  • Gisbert Highforge is a Dwarven Fighter who, despite his unassuming gear, is actually a fairly talented miner and blacksmith, owing to his family's name 'Highforge.' He has amassed enough magical reagents and precious cold iron that he was able to forge a magical Breastplate. He also has found and uses a Periapt of Wound Closure, and has a few remaining potions of Stone Giant Strength on his person.
  • Works out of the Dwarven Enclave located in Daggerford. He has made his trade exploring ruins in the Lizard Marsh and the dungeons beneath Dragonspear Castle along with different set of adventuring groups looking for a shield dwarf who was tough, with the added bonus that he could also mend weapons and armor with access to a forge.
  • Favors a war pick, both complimenting Gisbert's extensive training using a pick in the mines, but also an impromptu tool in case some form of excavation is needed, or Gisbert is bored and wants to punch a few divots into the ground. 

Thursday, September 25, 2025

Arya Valentine, Human Swashbuckler

 

Name: Arya Valentine
Ancestry: Human / Class: Swashbuckler / Level: 3

Attributes 
Str: 15 / +1
Dex: 17 / +2
Con: 14 / +1
Int: 13 / +1
Wis: 12 / +0
Cha: 14 / +1

Saves 
Str: +7
Dex: +11
Con: +10
Int: +4
Wis: +3
Cha: +10

Info 
AC: 13 (Leather Coat)
Ini: +2
BtH: +2
HP: 21

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

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

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

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Fishing Kit, Elixir of Swimming

Traits 
Human: Versatile: Begin play with three Prime Attributes. Talent: Begin play with a feat.

Dirty Fighting: Flanking and other attacks near an ally adds a +4 to hit.

Feint (Charisma): Make a Charisma check to lower target opponent's AC by -2.

Rope Monkey (Strength): Make a Strength check to rapidly ascend or descend using ropes and netting.

Sea Leg (Dexterity): A Pirate's footing is never slowed by difficult terrain on a ship. Pirates may perform certain movement maneuvers easier with a Dexterity check.

Pieces of Eight (1/1 - Per Day): Spend a 'Piece of Eight' for Pirate's luck, adding a second d20 roll and allowing the Pirate to take the result of their choice.

Notes 

  •  Arya Valentine is a member of the Pearl Sirens. An all-female crew who operates in the Known Seas and are a successor to original 'The Sirens' crew before they destruction during the previous high seas, known as the Redwater Crusade, by rival who operated and fought in the region. Since the first flag depicting the aqua mermaid of the Siren was stricken, a few female crews have competed to eventually reclaim their former glory.
  • Carries one of several flintlocks carved by the great dwarven gunsmith, Lars Battleboar, which includes the etching of a boar on the side. The pistol is a +1 weapon and is one of Arya's treasured possessions.
  • Her crew is planning to work with the local wreck experts of the Blue Diver's Crew in searching for the original flagship of the Siren's Crew in the hopes of finding either rare cargo or some magical item to help legitimize the Pearl Sirens as a natural successor. 

Wednesday, September 24, 2025

Amde Firedrum, Orc Fighter

 

Name: Amde Firedrum
Ancestry: Orc / Class: Fighter / Level: 5

Attributes
Str: 17 / +2
Dex: 13 / +1
Con: 16 / +2
Int: 12 / +0
Wis: 12 / +0
Cha: 10 / +0

Saves 
Str: 13
Dex: +6
Con: +13
Int: +5
Wis: +5
Cha: +5

Info 
AC: 18 (Breastplate +2)
Ini: +1
BtH: +5
HP: 44

Bec de Corbin, +2: Attk: +10 / D: 1d10+5 / R: Melee / Special: Reach

Longsword: Attk: +7 / D: 1d8+2 / R: Melee

Throwing Axe: Attk: +7 / D: 1d6+2 / R: Thrown

Bite: Attk: +7 / D: 1d4+2 / R: Melee / Special: Natural 

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Torches, Ring of the Ram, Gauntlets of Climbing & Swimming

Traits 
Orc: Darkvision. Enhanced Sense (Smell). Iron Skin: Base Armor is 11 + Dex when unarmored. Resistance (Disease): +2 Save vs. Disease. Track (Wisdom): +2 / +7

Weapon Specialization (Bec de Corbin): +1 to-hit; +1 damage with chosen weapon.

Combat Dominance: Gain a bonus attack against 1 HD or Minion type creatures as confirmed by the GM.

Notes 

  • Amde is an Orc Fighter from the province of Skarthil, which has allowed an enclave of Orcs to settle on what was traditional a domain of humans and halflings since several major storms in the mountainous north pushed several clans to the south, not just their warriors, but their dependents. This mixture of soldiers and civilians have pushed the elders to seek peaceful co-existence with the border kingdoms.
  • Although she is originally made a 'fireguard' or those who protect the civilian camps rather than fight in the field, Amde plans on leaving her enclave to become an adventurer. She is armed with an heirloom of her father, a magic Bec de Corbin, along with a few items she received from her lover who is encouraging her to pursue adventuring, including a Ring of the Ram and Gauntlets of Climbing & Swimming.
  • Has a birthmark on her cheek depicting a purplish discoloration. Originally self-conscious about the mark, it has pushed her to become stronger and instill a willingness to never back down and fight if she feels her honor has been impugned.

Tuesday, September 23, 2025

Mbada Shango, Apefolk Mercenary

 

Name: Mbada
Ancestry: Apefolk / XP: 0 / Hero Points: 3


Attributes 

Might: 3D+2 / Brawl: 4D+2, Knife: 4D


Agility: 3D+1 / Climbing: 7D+1, Pistol: 4D+1, Rifle: 4D+1


Wit: 3D / Search: 4D, Survival: 3D+1


Charm: 2D / Intimidate: 2D+1


Defenses: Block: 14 / Dodge: 10 / Parry: 12 / Soak: 15 (4 - Flak)


Las Pistol: Attk: 4D+1 / D: 4D / R: Near / Type: Energy


Slug Rifle: Attk: 4D+1 / D: 5D+1 / R: Far


Monoblade: Attk: 4D / D: 5D+2 / R: Melee


Slam: Attk: 4D+2 / D: 4D+2 / R: Melee / Special: Natural


Gear: Commlink, Fez, Spare Ammunition, Viewfinder


Traits 

Apefolk: Climbing, Natural Weapon (Slam)


Perks: Climbing, Natural Weapon


Complications: Enemy (Mercantile Guild), Quirk (Favorite Hat)


Notes 

  • Mbada is an apefolk living on a verdant world of Calnuna Major, located within the unnumbered words of the Celestial Chorus, the populated planets within mundane space. Mbada, like other Apefolk, are natives to Calnuna. He is a member of a northern militia group that controls a Watcher's Peninsula towards the north, a group distinguished by the fez caps they wear.
  • As a rebel, Mbada is active in the resistance of the Skalliax-Hornite Mercantile Concern (SHMC). Skalliax-Hornite has set up operations to mine from the nearby mountains as well as clearcut several portions of verdant jungle for farmland. Mbada's group fights, both to drive corporatists from the planet, as well as establish a separate domain on the Watcher's Peninsula.
  • Mbada's monoblade, like that of his comrades is based off the form of the curved kukri knife that is capable of both melee slashing and balanced for throwing. The monomolecular structure adds a +1 to the normally 'small scale' weapon to represent how sharp it is.

Monday, September 22, 2025

Gedran Ironstar, Guild Dwarf Mechanic

 

Name: Gedran Ironstar

Ancestry: Guild Dwarf / XP: 0 / Hero Points: 3


Attributes 

Might: 4D+2 / Brawl: 5D, Axe: 5D+2


Agility: 2D+1 / Slug Pistol: 3D, Scattergun: 3D+1


Wit: 3D+2 / Computer Use: 4D+2, Repair: 4D+2


Charm: 1D+1 /


Defenses: Block: 15 / Dodge: 7 / Parry: 17 (Axe) / Soak: 18 (4 - Flak)


Scattergun: Attk: 3D+1 / D: +5D+1 / R: Near / Special: Scatter


Slug Pistol: Attk: 3D / D: 4D / R: Near


Vibroaxe: Attk: 5D+2 / D: 7D+2 / R: Melee


Gear: Magnetic Boots, Repair Kit, Commlink, Datapad


Traits
Guild Dwarf: Nightvision. Unstunnable.


Perks: Unstunnable


Complications: Slow Pace, Surly


Notes 
  • Gedran Ironstar is a Guild Dwarf mechanic operating in and around Combine Space. This is a region controlled by the Merchant Combine which employs the Guild Dwarves to scour planets for ores used in ship construction and powering jump engines that allow ships to shift from mundane space within the Galactic Chours into warpspace. Gedran's main job is repairing mole machine engines and other mechanical issues.
  • Operates out of a subterranean base located near a massive underground lake. From there, mole machines are serviced and sent out to dig new tunnels. Gedran spends his time fishing and playing cards between services orders that require him to find downed mole machines within the tunnel.
  • Carries a semi-automatic scattergun with a slug pistol as backup. He preferred close quarters weapons, as one never knows what they find in the tunnels beneath several of these barely charted worlds within the Combine. 

Friday, September 19, 2025

Tolliver Sharpe, Gentleman Rex

Name: Tolliver Sharpe
Ancestry: Makall (Rex Folk) / Class: Aristocrat / Level: 5

Attributes 
Str: 18 / +4
Dex: 14 / +2
Mind: 13 / +1
Cha: 16 / +3

Skills 
Phys: +5
Subt: +5
Know: +5
Comm: +8

Saves 
Fort: +9
Ref: +7
Will: +9

Info
 
AC: 15 (Tough Clothing)
Ini: +2
BtH: +5
HP: 48

MW Sword Cane: Attk: +9 / D: 1d6+4 / R: Melee

Bite: Attk: +9 / D:1d6+4 / R: Melee / Special: Natural

Dueling Pistol: Attk: +7 / D: 1d10 / R: Near

Gear: Monocle case, Spare bow tie, ammo pouch

Traits 
Makall: Intimidating Size: Advantage on Intimidate checks on creatures Medium-size or smaller. Bite (Natural Attack): 1d6 + Str. Natural Skills (+2): History, Intimidation, Tyranos Roar (1/Day - Wis Save: 14): Targets within 30 ft. must make a Wis Save or become Frightened until end of next turn.

Feats: Cleave (Melee), Connections, Smite (Rogues & Rapscallions), Strikeback, Two Weapon Fighting

Notes 

  • Tolliver Sharpe is a part-time gentleman adventurer and man-about-town in a world where 'Saurial' evolved to be the dominant sapient species on the planet, while humans and other types are visitors via skyboats and spelljammers. The Sharpe family is a family of Makall, or 'Rex Folk' due to their tall figures and large heads.
  • Despises ungentlemanly behavior. In fact, he is both trained to fight defensive and places extra hurting when he deals with Rogues and Rapscallions. This includes fighting thieves, assassins, mountebanks and other 'ungentlemanly' types. His Defensive Training gives him an uncanny ability to dodge Rogue attacks, including Sneak Attacks.
  • Has offered his lodgings to the human adventurer, Thomas Basset, who is the duke or count of some lands far off from Sharpe's planet, tracking a nefarious force known as the Tenth Pit, also known as the 'Black X' which may be working with local roguish Dilophio (spitting Saurials) crew, The Blue Bile.

Thursday, September 18, 2025

Po Bramblepath, Ursine Combat Medic

Name: Po Bramblepath
Heritage: Ursine (Panda) / Class: Combat Medic / Level: 2

Attributes
Str: 13 / +1
Dex: 12 / +1
Con: 13 / +1
Int: 12 / +1
Wis: 16 / +3
Cha: 10 / +0


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

Info
AC: 16 (Medium)
Ini: +1
PB: +2
Perception: +5 / 15
HP: 20 / 20

Flamer: Attk (Save): 11 / D: 2d6 / R: Cone / Special: Save for ½ damage; set on fire on a failed save for 1d6 per round.

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

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

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

Gear: Pack, Canteen, Rations, Bedroll, Medkit, Shoulder Lamp, Flares

Traits
Ursine: Darkvision. Robust Health: +1 HP per level. Natural Attack (Swipe): 1d6 + Str/Dex. Powerful Build. Climb Speed (20 ft.)

Skills: Athletics: +3 , Medicine: +5, Perception: +5, Survival: +5 / Tool Kits (+2): Card Set, Healer’s Kit

Fighting Style (Defensive): +1 AC.

Second Wind (1/1 - Short Rest): 1d10+1 / Action Surge (1/1 - Short Rest)


Notes 

  • Po Bramblepath is a Ursine from the eastern sub-sector of the Rosefall System. His particular sub-group of ursine are said to have a common ancestry with a black-and-white colored animal from the ursine family known as the panda. Both the humanoid and their distant bestial relative hail from a planet they call Paigoris, but within official imperial charts refers to the planet as Lotus. 
  • Is a medic, formerly with a merchant marine outfit within the Rosefall Imperium system. His previous deployment was the freighter Palesong, which had nominally remained loyal to the Empire during the days of the Sovereign. In the present day, rumblings of rebellion and calls from the independence might mean his former crew mates are fighting on the other side if interregnum breaks out into violence.
  • Has befriended Caewen Bradshaw while on Sweetbay. He has offered to partner up with the swordarm in joining a venture to raid a possible rebel base on the planet along with an ambitious barmaid and a ratfolk salvager. 

Wednesday, September 17, 2025

Daisy Lockridge, Human Barmaid

 

Name: Daisy Lockridge
Heritage: Human / Class: Saloon Girl / Level: 2

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


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

Info
AC: 14 (Light)
Ini: +2
PB: +2
Perception: +4 / Passive: 14
HP: 17

Slug SMG: Attk: +4 / D: 1d8+2 / R: Near / Special: Burst

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

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

Gear: Pack, Canteen, Rations, Bedroll, Glow Rod, Commlink, Key Card

Traits
Human: Extra Effort (1/day): Once per day, re-roll a d20 roll of choice. Versatile: +1 free Skill, Tool Kit, or Language. Gift: Begin play with a free Feat.

Skills: Acrobatics: +4, Deception: +5, Insight: +4, Perception: +4, Persuade: +5, Stealth: +4 / Tool Kits (+2): Brewing Kit, Thieves’ Tools

Feats: Shots Mistress! (Chef) - (6 Allies) +1d8 Healing during Rest; Gain Temporary HD equal to Proficiency Bonus.

Inspiration (3/3 - Long Rest): Inspire target with a d6 Inspiration die.

Powers
Attk: +5 / Save: 13

0: Blue-White Bolt (1d8), Hexagonal Shield (Absorb 1d8)

1st - Slots: 5: Alter Liquid, Cure Wounds, Heroism

Notes 

  • Daisy is a saloon girl working out of the town of Calantha Spire on the planet Sweetbay. One of the mid-range loyalist worlds in the Rosefall Sector despite the interregnum brought on by the death of The Sovereign and the minority of The Sovereigns infant son. Daisy is somewhat apolitical, serving drinks while dreaming of greater riches.
  • Has managed to pickpocket one of the drunks who frequented the tavern she works at, The Gold Coast. The drunkard has a datapad that contains the location and access code for what is possibly a rebel base operating on Sweetbay. It might be a small cell of rebels, but the base may contained rebel secrets or at least equipment the group can salvage.
  • Is vaguely friendly with a local Uttin (Ratfolk) technician named Caine Miro. Caine has managed to get Daisy linked to a former swordarm turned mercenary named Caewen Bradshaw and a ursine combat medic named Po Bramblepath. 

Tuesday, September 16, 2025

Caewen Bradshaw, Human Mercenary

 

Name: Caewen Bradshaw
Heritage: Human / Class: Mercenary / Level: 2

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

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

Info
AC: 18 (Medium + Shield)
Ini: +2
PB: +2
Perception: +2 / 12
HP: 20 / 20 

Chainsword: Attk: + / D: 1d10+3 / R: Melee

Las Pistol: Attk: + / D: 1d10+2 / R: Near / RoF: 2

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

Gear: Pack, Canteen, Rations, Bedroll, Glow Rod, Mess Kit, Commlink, Shoulder Lamp

Traits
Human: Extra Effort (1/day): Once per day, re-roll a d20 roll of choice. Versatile: +1 free Skill, Tool Kit, or Language. Gift: Begin play with free Feat

Skills: Athletics: +5, Intimidate: +4, History: +3, Survival: +4 / Tool Kits (+2): Card Set, Vehicles (L)

Feats: Slasher

Fighting Style: Superior Technique (# of Dice: 1 / Dice Type: d6 / Save: 13) - Lunging Attack

Second Wind (1/1 - Short Rest): 1d10+2 / Action Surge (1/1 - Short Rest)

Notes

  •  Caewen 'Cay' Bradshaw is a Human Mercenary and former swordarm for the Rosefall Legion. 5th Cohort of the Iron Moor, whose heraldry include the symbols of iron colored fish against red fields. As a swordarm, Caewen is experienced carrying a hexagonal shield made of the toughest material that can absorb ballistic and energy fire while wielding a chainsword. Her specialty is melee over range.
  • Having been discharged from her cohort before the Sovereign died and finding the sector in an uproar with different planets declaring independence, Caewen is torn between working as a private soldier and returning to active service. For now, she is working with several freelancers out of the planet Sweetbay.
  • Her friend and partner since entering private service is Po Bramblepath, an ursine combat medic. The two of them have hooked up with a human saloon girl named Daisy Lockridge and an uttin tinker named Caine Miro. 

Monday, September 15, 2025

Caine Miro, Uttin Tinker

 

Name: Caine Miro
Heritage: Uttin / Class: Techie / Level: 2

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


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

Info
AC: 15 (Scout)
Ini: +3
PB: +2
Perception: +2 / 12
HP: 19 / 19

Scattergun: Attk: +5 / D: 1d8+3 / R: Near / Special: Scatter (1d10)

Las Pistol: Attk: +5 / D: 1d10+3 / R: Near / Energy: Radiant

Ion Grenades: Attk: +5 / D: 2d6 / R: Thrown / Special: Save (15) for ½ Damage; Vulnerable Target (Robots/Constructs)

Gear: Pack, Canteen, Rations, Glow Rod, Tool Kit, Bedroll, Commlink, Datapad

Traits
Uttin: Darkvision. Extra Limb (Tail). Superior Senses (Scent)

Skills: History: +5, Insight: +4, Investigation: +5, Persuade: +3 / Tool Kit (+2): Computer Tool Kit, Repair Kit

Infusions (Known: 4 / Active: 2): Bag of Holding, Cap of Environmental Breathing, Enhanced Defense, Repeating Shot / (Active): Bag of Holding, Repeating Shot

Powers
Attk: +5 / Save: 13

0: Light, Mending

1st - Slots: 2: Alarm, Power Device, Purify Food & Drink, Sanctuary

Notes 

  •  Caine Miro is an Uttin, or Ratfolk, a heritage of anthropomorphic rodents who are the 'masters' of impromptu innovation and deconstruction. They are often better at the latter than the former, with expertise in targeting the weak points of robots, androids, and other constructs. Caine always carries a few ion grenades in case he goes up against robots.
  •  Hails from the planet Sweetbay within the Rosefall Sector. Sweetbay is one of middle rim planets that consider themselves loyal to the Throneworld of Garden and the Rosefall Empire. Sweetbay is noted as a predominately oceanic world, with several islands scattered across it, one of the islands includes Caine's Uttin clan that act as engineers and junk dealers.
  • Is an associated with a part-time saloon girl turned adventurer, Daisy Lockridge. A human mercenary named Caewen Bradshaw. And an ursine combat medic named Po Bramblepath. The group are involved in a caper involving a possible rebel cache located on the planet that Daisy managed to lift while waiting on tables.

Friday, September 12, 2025

Platt, Ravenfolk Detective

 

Name: Platt
Ancestry: Tengu / Class Inquisitive / Level: 3 / Background: Detective

Attributes 
Str: 12 / +1
Dex: 18 / +4
Con: 11 / +0
Int: 14 / +2
Wis: 17 / +3
Cha: 14 / +2

Saving Throws 
Str: +1
Dex: +6
Con: +0
Int: +4
Wis: +3
Cha: +2

Info 
AC: 15 (Light)
Ini: +4
PB: +2
Perception: +5 / 15
HP: 18

Pistol: Attk: +6 / D: 1d10+4 / R: Near

Knife: Attk: +6 / D: 1d4+4 / R: Thrown

Peck: Attk: +6 / D: 1d4+4 / R: Melee / Special: Natural

Gear: Flashlight, Credentials, Car, Clothes, Penflash

Traits 
Tengu: Darkvision. Avian Agility: Proficiency in Acrobatics. Peck (Natural Weapon): 1d4 + Str or Dex. Gifted Linguist: Begin play with 2 bonus languages of choice. Hollow-Bone Lightness: Advantage on Acrobatics checks used in Escape Artist.

Skills: Acrobatics: +6, Insight: +7, Investigation: +6, Perception: +5, Persuasion: +4, Sleight of Hand: +6, Stealth: +6

Cunning Action (1/Round - Bonus): Dash, Disengage, Hide + Spot Hidden (Perception) and Decipher Clues (Investigation)

Sneak Attack: 2d6 / Expertise: Insight, Investigation

Insightful Strike (Insight vs. Deception - Bonus Action) - Discern an opening in a target by making an Insight vs. Deception. On a success, gain an Advantage as a Sneak Attack

Notes 

  • Platt is a tengu who lives in a Duskport, an often rainy and gothic city along the northeast coast of 'The Union.' Those who are looking for a good time should try Happilyeverafter down in the southwest, in Duskport, the neon lights always seem to be filtered through fat droplets of rain and hard men walk down the streets.
  • Platt is sometimes known as a 'Tengu' but he calls himself a 'Ravenfolk.' As his name suggests, he is a descendant of humanoids that are intermixed with the Corvidae line. Despite a city where liquor flows freely since the repeal on prohibition and the jazz is as hot as ever, Platt is still something of a dour grump within the city.
  • Has been hired by a woman named Luanne Lockridge to help recover her stolen jade by a gang of professional thieves operating on the outskirts of the city. Platt's next step is to try and figure out how to get close to the gang and ultimately find out what happened to Miss Lockridge's jade.

Thursday, September 11, 2025

Seytwin Brasshorn, Dragonborn Explorer

Name: Seytwin Brasshorn
Ancestry: Dragonborn / Class: Ranger / Archetype: Horizon Walker / Background: Pilot / Level: 3

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

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

Info 
AC: 15 (Reinforced Parka)
Ini: +3
PB: +3
Perception: +4 / 14
HP: 28

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

Pistol: Attk: +5 / D: 1d10+3 / R: Near

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

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Cold Weather Gear, Spyglass

Traits 
Dragonborn (Blue): Draconic Ancestry (Blue - Lightning): Resistance to Lightning Damage. Breath (1/Short Rest - Dex Save: 12 for 1/2): 2d6 Lightning damage.

Skills: Athletics: +4, Nature: +3, Perception: +4, Persuasion: +4, Survival: +6 / Tool Kits (+2): Navigation Tools, Vehicles (L,S,A)

Favored Opponent (Humanoids): Advantage on Tracking; +2 damage

Fighting Style: Canny (Survival): +6 / Fighting Style: Two-weapon fighting.

Planar Warrior (1d8) - Draw energy from the multiverse in attacks and deal 1d8 (force) damage to target of a successful attack.

Detect Portal (1/Long Rest) - Detect the nearest portal within a 1 mile radius. 

Spellcasting 
Attk: +4 / Save: 12

1st - Slots: 3: Cure Wounds, Fog Cloud, Goodberry + Protection from Good & Evil, Speak with Animals

Notes 

  • Seytwin Brasshorn is a Dragonborn ice ship pilot, whose vessel is capable of hovering over the rolling dunes of snow and vast lakes whose dark surfaces are encased in a layer of ice. Most travelers to the frozen realm are used to so-called Ice Elves piloting their ships and somehow not freezing to death in the cold while wearing only fur lined capes and breeches. Seytwin is one of the few Dragonborn in the north.
  • Gets the name 'Brasshorn' due to a unique appearance of having two brass colored horns jutting from his head in contrast to the pale white spikes and deep blue skin. It makes it difficult for him to blend in within the Dragonborn enclaves located within the free cities.
  • Pilots the ice ship Windfall out of the free-city of Benobas Bay and typically makes runs out to the transitional city-state of Northcoast. Unlike the elves with their ice hardened brawn, Seytwin is often identified by the heavy coat and kerchief around his neck. He can survive the cold for extended periods of time compared to other Dragonborn, but he likes to be comfortable while doing so.

Wednesday, September 10, 2025

Herbert Sullivan, Eldritch Surviving Handyman

 

Name: Herbert Sullivan
Ancestry: Human / XP: 15 / Rank: Novice

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

Skills: Driving: d8, Fighting: d6, Lockpicking: d6, Notice: d8, Persuade: d4, Repair: d8, Shooting: d6, Streetwise: d6, Throwing: d6

Info: Pace: 5 / Parry: 5 / Toughness: 7 (1 - Utilities)

Sawed Off: Attk: d6 / D: 1-3d6 / R: 5/10/20

Wrench: Attk: d6 / D: d8+d6 / R: Melee

Brawl: Attk: d6 / D: d8+2 / R: Melee / Special: Subdual.

Gear: Tool Kit, Flashlight, Spare Shells, Flask, Overalls, Identification, Wallet

Traits 
Human: Gift: Begin play with a free Edge.

Edges: Brawler, McGyver

Hindrances: Curious, Obese, Quirk 

Notes 

  • Herbert 'Herb' Sullivan is a local repairman living in the Grand City of Avalon and working for the Toejecki Brothers repair shop where he has a knack of fixing everything from toasters to car engines. On the side, Herbert does odd jobs for a Mr. Jasper Nichols, a local antiquarian running a junk shop known as Jasper's Knickknacks.
  • Helped Jasper and a local doctor named Artemis Adler investigate the Corbitt House in Boston, which appeared to be haunted. Herbert himself was wounded by a knife that appeared to 'move itself' in order to slash at him. Sullivan provided practical expertise to the houses structure as well as the ability to repair the house's fuse box.
  • May have saved the day when confronted by the undead sorcerer who lived buried beneath the house, Mr. Corbitt, by shooting the sorcerer with a sawed-off shotgun and blowing the sorcerer apart before before the sorcerer could cast any spells. The effect has left minor marks on Herbert while opening his eyes to the world of the lurking eldritch powers on earth.

Tuesday, September 9, 2025

Pillar Peril, Jungle Commando

 

Name: Pillar Peril
Ancestry: Human / Class: Fighter / Level: 4 / Background: Soldier

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

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

Info 
AC: 16 (Combat Armor)
Ini: +2
PB: +2
Perception: +4 / 14
HP: 36 

Las Rifle: Attk: +6 / D: 1d12+2 / R: Far / Damage: Radiant

Molecular Bayonet: Attk: +5 / D: 1d8+3 / R: Melee / Special: Reach

Slugthrower: Attk: +6 / D: 1d6+2 / R: Near / Damage: Piercing

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

Thermal Grenades: Attk: +6 / D: 3d6 / R: Thrown / Special: Area (DC: 15 for 1/2 damage) / Energy: Fire 

Martial Arts: Attk: +5 / D: 1d4+3 / R: Melee

Gear: Pack, Canteen, Rations, Bedroll, Commlink, Viewfinder, Spare Ammunition

Traits 
Human: Versatile: Gain a free Skill or Tool Kit. Gift: Begin play with a free Feat

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

Feats: Gunner, Martial Artist (Spider Clan Style) 

Second Wind (1/Short Rest): Heal 1d10+4 / Action Surge (1/Short Rest): Gain a second action in 1 round.

Fighting Style (Marksman): +2 to-hit with weapon. 

Notes 

  •  Pillar is a Markupo Commando, an elite organization within the Human Defense Forces located in Sirius sector and part of the Human Alliance. As with all Markupo Commandos, or MCs, Pillar is a trained guerilla fighter and typically deployed in hazardous natural environments to strike at the enemy.
  • Has the Clueless hindrance. While she is dedicated and knowledgeable about her job as a commando, she is ignorant of the great galactic scene, making her taciturn when it comes to casual conversation and when she does speak, she will stick to what she knows, how to kill certain enemies, or will ask questions. Making her feel foolish and encouraging her silence.
  • Standard kit includes a charged laser rifle with a molecular bayonet, heavy slugthrower sidearm, a vibro-knife, and grenades. Due to fighting in jungle climate with both hostile floral and fauna, Pillar tends to carry thermals. Everything fears fire.

Monday, September 8, 2025

Lamech Porterphase, Gnome Alchemist

 

Name: Lamech Porterphase
Ancestry: Gnome / Class: Illusionist / Level: 5

Attributes 
Str: 11 / +0
Dex: 13 / +1
Con: 17 / +3
Int: 18 / +4
Wis: 13 / +1
Cha: 14 / +2 

Saves 
Str: +0
Dex: +1
Con: +3
Int: +7
Wis: +4
Cha: +2

Info 
AC: 11 (Robes)
Ini: +1
PB: +3
Perception:
HP: 37

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

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

Hand Crossbow: Attk: +4 / D: 1d6+1 / R: Near 

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Formulae Book, Inkpen, Pen, Bottle Lightning, Cloak of Elvenkind

Traits 
Gnome: Darkvision. Cunning: Advantage on Int, Wis, Cha saves vs. Magic. Tinker's Lore: Gain Proficiency using History involving Alchemy, Artificery, and Technological items. Tinker: Begin play with a small invention worth 10 gp.

Skills: Arcana: +7, History: +7, Insight: +4, Persuade: +5 / Tool Kits (+3): Alchemy Kit

Arcane Recovery (1/day): Recover slots equal to 1/2 level (rounded up). Current Slots: 3

Illusionist: Savant / Improved Minor Illusion

Spellcasting 
Attk: +7 / Save: 15

0: Blade Ward, Botted Lightning, Dancing Lights, Mage Hand + Minor Illusion

1st - Slots: 4: Color Spray, Detect Magic, Floating Disk, Illusory Script

2nd - Slots: 3: Detect Invisibility, Invisibility, Mirror Image

3rd - Slots: 2: Dispel Magic, Hypnotic Pattern

Notes 

  • Lamech Porterphase, and never nicknamed 'Lame', is an adventuring Gnomish Illusionist and alchemist from the flying city of Serraine that operates above the skies from Karameikos, through the Emirates, to Sorderfjord Jarldom where inventions include the elemental powered biplanes and dirigibles bring people and supplies to and from the flying city. The city is home to one of the largest populations of Gnomes and Gremlin populations in the Known World.
  • Lamech is a member of the Alchemist Guild, an off-shoot to the Artificer's Guild, which is naturally interested in the creation and sale of alchemical elixirs, tinctures, and potions. Lamech's favorite creation is his Bottled Lightning offensive weapon. Smashing the bottle unleashes a destructive lightning bolt on an area.
  • Has an obligation to look after his sickly mother, who was injured in an alchemical accident while supporting Lamech after Lamech's father, a biplane pilot, was killed crashing into the side of a dragon. He may not like working with adventurers, but he sends money he makes to ensure her upkeep.

Friday, September 5, 2025

Pholvo Igrad, Gray Mentalist


Name: Pholvo Igrad

Ancestry: Gray Martian / Class: Mentalist / Level: 5

Attributes Str: 11 / +0 Dex: 13 / +1 Con: 11 / +0 Int: 19 / +3 Wis: 15 / +1 Cha: 14 / +1

Saves Explosions: 11 Mentalism (+2): 6 Energy (+2): 10 Poison: 9 Falls: 12 General: 11

Info AC: 12 (Robes) Ini: +1 BtH: +2 HP: 22

Crystal Knife: Attk: +2 / D: 1d4 / R: Thrown

Heat Pistol: Attk: +3 / D: 1d8 / R: Near / Special: Fire

Gear: Pack, Canteen, Rations, Bedroll, Meditation Crystal (Pyramid)

Traits Grey Martian: Infravision. Resistance (+2): Energy, Mentalism

Mentalism Powers Attacks: +5

1st - Slots: 3+2: Control Person, Loaded Glance, Mind Bullets, Somnolence, Spiders 

2nd - Slots: 2+1: Levitation, Mind Reading, Project Illusion

3rd - Slots: 1+1: Clairvoyance, Telekinetic Shield 

Notes 

  •  Pholvo is a gray martian who is part of a small enclave of gray martians living in the City State of Jaruba. While gray martians prefer their underground cities and the cooler climates along the border of the polar ice cap, they do venture south to act as emissaries and traders to the various red martian princes of the south.
  • While all gray martians have some mental power, Pholvo is a full mentalist with multiple powers and multiple slots of energy coursing through him. He is noted as a mentalist due to the midnight blue robes he wears, rather than heavy coats the emissaries or scientists wear, or the powered suits of the grey martian troopers.
  • Is working with Dr. X after the human met and struck an accord with the grey martians before arriving in Jaruba. Earthen tech is fascinating to the greys due to advancements made on the blue planet. Pholvo also enjoys red martian meditation pyramids. They make such soothing thrums of energy. 

Thursday, September 4, 2025

Drasug Praveus, The Albino Minotaur

 

Name: Drasug Praveus

Ancestry: Minotaur / Class: Centurion / Level: 5


Attributes
Str: 17 / +2
Dex: 14 / +1
Con: 16 / +2
Int: 9 / +0
Wis: 16 / +2
Cha: 15 / +1


Saves
Explosions: 9
Mentalism: 11
Energy: 11
Poison: 9
Falls: 8
General: 10


Info
AC: 18 (Breastplate)
Ini: +1
BtH: +5
HP: 44


Great Falchion: Attk: +8 / D: 1d12+3 / R: Melee


Gladius: Attk: +8 / D: 1d6+3 / R: Melee


Gore: Attk: +8 / D: 1d6+3 / R: Melee


Crossbow: Attk: +6 / D: 1d10 / R: Far / RoF: 1


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


Traits
Minotaur: Infravision. Natural Armor (Fur): +1 AC. Natural Attack (Gore): 1d6 + Str Piercing.


Combat Specialty (Melee): +1 to-hit and damage when using melee weapons.


Cleave: When dropping a target to 0 HP grants the fighter a bonus attack to a target within 5 feet. Each target to 0 HP allows a bonus attack up to the character's current level (5).


Second Wind (2/Short Rest): Recover 1d10 + Con in missing hit points.

Notes 

  •  Drasug 'The Albino' Praveus, is a minotaur centurion living in the City-State of Jaruba, located on an alternative sword-and-planet of Mars. He is one of the many groups that inhabit the planet along with the native martians, tharks, greys, and saurians. Minotaur, much like their mythological kin, the only one dropped off on earth, are muscular bullmen and are valued as bodyguards, brutes, and soldiers.
  • He is one of the few albino bulls, his body covered in near snowy white fur with piercing red eyes. He is typically found in centurion armor under Piccarda Kobal's heraldry wielding a specially forged two-handed falchion and gladius.
  • Prefers melee weapons, but he does carry a quieter crossbow made with Martian crystalline bolt heads for penetration. In addition to the falchion and gladius he carries, Drasug is capable of goring targets with his reinforced horns.

Wednesday, September 3, 2025

Damida Lita, Martian Scoundrel

Name: Damida
Ancestry: Red Martian / Class: Scoundrel / Level: 5

Attributes
Str: 12 / +0
Dex: 17 / +2
Con: 13 / +1
Int: 13 / +1
Wis: 13 / +1
Cha: 16 / +2

Saves
Explosions: 9
Mentalism: 12
Energy: 12
Poison: 9
Falls: 8
General: 11

Info
AC: 15 (Harness)
Ini: +2
BtH: +3
HP: 27

Saber: Attk: +5 / 1d6 / R: Melee

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

Pistol: Attk: +5 / D: 1d8 / R: Near / RoF: 1

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Thieves’ Tools, Rope, Grappling Hook


Traits

Red Martian: Infravision. Resistance: +2 Save vs. Fire-based attacks and effects.


Backstab: +4 to-hit; x3 damage.


Skills (TN: 11): Pilfering, Picking Locks, Sneaking, Distracting (+2), Disarming, Bluffing (+2)

Notes 

  • Damida Lita is a Red Martian scoundrel who has the poise and talent to disguise herself as a so-called 'Martian Noble' sometimes known as a 'Martian Princess.' Such a talent has allowed her to infiltrate palaces of the powerful, at the cost of sometimes getting kidnapped by some barbarian who does not realize how dangerous Damida is until she has stabbed a poisoned dagger in their back.
  • Is in partnership with one of the Earthlings, specifically the infamous Scientist and adventurer by the name of 'Dr. X.' She is one of the few to see under his mask. She remains willing to act as his agent and pose as his 'slave girl.' Those who have asked what X looks like are met with a smirk and the shake of her head.
  •  The two are working under the powerful matriarch, Piccarda Kobal, the owner of the pleasure den, the Ivory Elephant, located in the city-state of Jaruba. Kobal is said to be as powerful as the Prince of Jaruba himself. Piccarda's rival in controlling Jaruba's underworld is the swordsmith, Joven Sarrag. Sarrag is backed by two pirate crews that Piccarda hopes to counter with her alliance with Dr. X and Damida.

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 / ...