Tuesday, September 30, 2025

Tiarnach Barleyfield, Rabbitfolk Ranger

 

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

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

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

Info 
AC: 15 (Studded Leather)
Ini: +5
PB: +2
Perception: +4 / 14
HP: 

Crossbow: Attk: +5 / D: 1d8+3 / R: Far

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

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

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

Traits 
Rabbitfolk: Hare-Trigger: Add Proficiency Bonus to Initiative. Sharp Senses: Gain Perception as a skill. Lucky Footwork (1 Round - Reaction): Add +d4 to Dex Saves.

Skills: Animal Handling: +4, Insight: +4, Nature: +3, Perception: +4, Stealth: +5, Survival: +6 / Tool Kits (+2): Leatherworker's Tools, Vehicles (L)

Fighting Style (Archery): +2 to-hit with Ranged attacks.

Favored Enemy (2/Long Rest): Target creature marked as a 'Favored Enemy' gains Advantage to Tracking; +1d4 (Force) damage vs. a Favored Enemy.

Canny (Survival): Gain Expertise in Survival.

Break The Horde (1 Round): On an attack, make a second attack against a second target within 5 ft. of the initial target.

Spellcasting 
Attk: +4 / Save: 12

1st - Slots: 3: Cure Wounds, Detect Disease & Poison, Longstrider, Longstrider

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

Attributes 
Str 18 (+4) 
Dex 14 (+2)
Con 18 (+4)
Int 5 (−3)
Wis 12 (+1)
Cha 10 (+0)

Saving Throws Dex +5, Con +7
Skills Perception +7
Senses passive Perception 17
Languages —
Challenge 5 (1,800 XP) / Proficiency Bonus +3

Traits
Multi-Headed Awareness

The swanmera has advantage on Wisdom (Perception) checks and on initiative rolls.
It can’t be surprised unless it is incapacitated.

Aquatic Grace

The swanmera can breathe both air and water.

Reactive Heads

The swanmera has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.

Actions
Multiattack

The swanmera makes three attacks: two with its beaks and one with its wing bash.

Beak

Melee Weapon Attack: +7 to hit, reach 5 ft., one target
Hit: 11 (2d6 + 4) piercing damage

Wing Bash

Melee Weapon Attack: +7 to hit, reach 5 ft., one target
Hit: 10 (2d4 + 4) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone

HONK! (Recharge 5-6)

One of the swanmera’s heads unleashes a thunderous honk in a 30-foot cone.

Each creature in that area must make a DC 14 Wisdom saving throw:
  • Failure: The creature is frightened of the swanmera frightened for 1 minute
  • It can repeat the save at the end of each of its turns
  • While frightened by this effect, a creature has disadvantage on attack rolls
Lightning Breath (Recharge 5–6)

The swanmera exhales lightning in a 30-foot line (5 ft. wide).

Each creature in that line must make a DC 15 Dexterity saving throw, taking:
  • 31 (7d8) lightning damage on a failed save
  • Half as much on a success

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

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

Info 

AC: 20 (Splint + Shield)
Ini: +0
PB: +2
Perception:
HP: 34

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, Potion of Greater Healing

Traits 
Dwarf: Darkvision. Resilience: Advantage on Save vs. Poison; Resistance to Poison damage. Stonecunning: Gain Expertise on History (Int) when dealing with natural and worked stone. Toughness: +1 HP per level

Skills: Athletics: +5, Investigation: +3, Perception: +5, Survival: +5 / Tool Kits (+2): Brewer's Tools, Miner's Tools, Smith's Tools, Vehicles (L)

Fighting Style (Defense; Protection): +1 AC; Impose a Disadvantage on attacks on an ally by enemies for 1 round.

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

Action Surge (1/Short Rest): Take two actions in one round

Ironclad 
# of Dice: 3 / Dice Type: d6 / Recharge: Long Rest

Reduce incoming damage of an attack by the amount rolled (d6). Cannot protect against Psychic damage.

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

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

Info 
AC: 16 (Leather Coat)
Ini: +5
PB: +2
Perception: +3 / 13
HP: 24

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

Pistol +1: Attk: +7 / D: 1d10+5 / R: Near

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

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

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

Skills: Acrobatics: +5, Athletics: +6, Deception: +4, Perception: +3, Persuade: +4, Sleight of Hand: +5, Stealth: +7 / Tool Kits (+2): Card Set, Thieves' Tools, Vehicles (W)

Feats: Gunner

Expertise: Athletics, Stealth

Sneak Attack: 2d6 / Cunning Action (1/Round): Dash, Disengage, Stealth

Fancy Footwork: Attacking a target denies the target their ability to make Attacks of Opportunity.

Rakish Audacity: Gain Initiative bonus equal to Charisma. When dueling a target with no allies within 5 ft, a Swashbuckler gains the ability to perform Sneak Attacks.

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 / +3
Dex: 14 / +2
Con: 16 / +3
Int: 12 / +1
Wis: 12 / +1
Cha: 10 / +0

Saves 
Str: +6
Dex: +1
Con: +6
Int: +1
Wis: +1
Cha: +0

Info 
AC: 17 (Breastplate +1)
Ini: +1
PB: +3
Perception:
HP: 44

Bec de Corbin, +1: Attk: +7 / D: 1d10+4 / R: Melee / Special: Reach

Longsword: Attk: +6 / D: 1d8+3 / R: Melee

Throwing Axe: Attk: +6 / D: 1d6+3 / R: Thrown

Bite: Attk: +6 / D: 1d4+3 / 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. Bite (Natural Attack): 1d4 + Str. Intimidating: Begin play with Intimidate Skill. Ferocious Critical: Add +1 die of damage to any Critical Hit damage rolls. Die Hard (1/Long Rest): When reduced to 0 HP, an Orc regains 1 HP. This may only occur once per Long Rest.

Skills: Athletics: +6, Insight: +4, Intimidate: +6, Perception: +6, Survival: +4 / Tool Kits (+3): Smith's Tools, Vehicles (L) 

Feats: Medium Armor Mastery 

Fighting Style (Great Weapon): Do a minimum of 3 damage. / Action Surge (1/Round)

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

 Brute Force (1d4): Add +1d4 to any physical damage rolls.

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: Gaborian / Starting Career: Rebel / Level: 3 / Background: Rebel Soldier

Attributes

Str: 16 / +3

Dex: 17 / +3
Con: 14 / +2
Int: 12 / +1
Wis: 14 / +2

Cha: 10 / +0


Saves
Str: +3
Dex: +5
Con: +2
Int: +3
Wis: +2
Cha: +0


Info
AC: 16 (Clothing)

Ini: +3

PB: +2

Perception: +4 / 14

HP: 24 / 24


Las Pistol: Attk: +5 / D: 1d10+3 / R: Near / Damage Type: Fire


Slug Rifle: Attk: 5 / D: 1d12+3 / R: Far / Damage Type: Piercing


Monoblade: Attk: +5 / D: 1d6+3 / R: Thrown / Damage Type: Slashing


Gear: Pack, Canteen, Rations, Bedroll, Lantern, E-Lantern, Commlink



Traits 

Gaborian (Apefolk): Natural Armor: 13 + Dex. Powerful Build. Adept Climber.


Skills: Acrobatics: +5, Athletics: +7, Deception: +2, Intimidate: +5, Nature: +5, Perception: +4, Stealth: +7, Survival: +6 / Tool Kits (+2): Explosive Kit, Security Kit/Thieves’ Tools


Expertise: Athletics, Stealth


Cunning Action (1/Round - Bonus): Dash, Disengage, Hide


Sneak Attack: 2d6


Skirmisher (1/Round - Reaction): Move up to 15 feet as a Reaction.


Survivalist: Gain Expertise (Double Proficiency) involving Nature and Survival

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 / Career: Artificer (Mechanic) / Background: Guild Craftsman / Level: 3


Attributes
Str: 14 / +2

Dex: 14 / +2
Con: 17 / +3
Int: 15 / +2
Wis: 12 / +1

Cha: 10 / +0


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


Info
AC: 16 (Reinforced Utilities + Enhancement)

Ini: +2

PB: +2

Perception: +3 / 13

HP: 24


Scattergun: Attk: +4 / D: 2d6+2 / R: Near / Energy: Thunder


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


Frag Grenades: Attk: +4 / D: 3d6 / R: Thrown / Special: Area (Dex Save: 15 for ½) / Damage Type: Fire; Slashing


Wrench: Attk: +4 / D: 1d6+2 / R: Melee / Damage Type: Bludgeoning


Gear: Magnetic boots, toolbelt with universal spanner, sub-space sealant, diagnostic scanner, assorted probes and couplings. A wrench


Traits 

Dwarf: Darkvision. Resilience: Advantage on Save vs. Poison; Resistance to Poison damage. Stonecunning: Expertise on History involving natural and worked stone, including asteroids. Toughness: +1 HP per level.


Skills: History: +4, Insight: +3, Investigation: +4, Perception: +3, Persuade: +2 / Tool Kits (+2): Mason’s Tools, Tinker’s Tools, Smith’s Tools


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


Tech Powers 

Attk: +4 / Save: 12


0: Light, Mending


1st - Slots: 3: Alarm, Catapult, Sanctuary + Heroism, Shield


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
Con: 16 / +3
Int: 12 / +2
Wis: 13 / +1
Cha: 16/18 / +3/+4

Saves 
Str: +5
Dex: +6
Con: +4
Int: +7
Wis: +2
Cha: +5

Info
 
AC: 14 (Tough Clothing + Ring of Protection)
Ini: +2
PB: +3
Perception:
HP: 43

Sword Cane: Attk: +7 / D: 1d6+4 / R: Melee

Bite: Attk: +7 / D:2d4+4 / R: Melee / Special: Natural

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

Gear: Monocle case, Spare bow tie, ammo pouch, King's Monocle of the Lion

Traits 
Makall: Carnivorous Bite (Natural Attack): 2d4 + Str. Tyrant King: Gain Intimidation skill. Roar! (1/Short Rest - Save: 15): Targets in a nearby area must make a Wis Save to resist being frightened by the Tyrant's Roar.

Skills: Animal Handling: +7, Athletics: +7, History: +4, Insight: +7, Intimidate: +7, Persuade: +10, Stealth: +5 / Tool Kits (+3): Vehicles (L) 

Expertise: Insight, Persuade / Cunning Action: Dash, Disengage, and Hide + Investigation and Perception check.

Sneak Attack: 3d6 / Uncanny Dodge (1/Round - Reaction): Halve damage from an incoming attack the Rogue is aware of.

Insightful Fighting: Make an Insight vs. Deception check to gain an Advantage and open up the target to a Sneak Attack.

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 trained to fight in an Insightful style that quickly exposes weakness of his targets- typically rogues, wastrels, and rapscallion so that he can quickly strike them down.
  • 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: 3

Attributes Str: 14 / +2 Dex: 12 / +1 Con: 14 / +2 Int: 12 / +1 Wis: 14 / +2 Cha: 10 / +0

Info

AC: 17 (Medium Armor)

Ini: +1
PB: +2

Perception: +4 / 14
HP: 28

Flamer: Save: 11 / D: 2d6+1 / R: Near; Cone / Special: Save for ½ damage 

Las Pistol: Attk: +3 / D: 1d10+1 / R: Near / RoF: 2

Concussion Grenades: Attk: +3 / D: 3d6 / R: Near / Special: Save (Dex 14 - ½ Damage). Area. Stunning.

Claws: Attk: +4 / D: 1d4+2 / R: Melee

Gear: Pack, Canteen, Rations, Bedroll, Commlink, Glowrod, MedComp, Medkit, Flares

Traits  Ursine: Natural Weapon (Claws): 1d4 + Str/Dex. Adept Climber: Gain climbing speed. Powerful Build.

Skills: Athletics: +4, Medicine: +6, Nature: +3, Perception: +4 / Tool Kits (+2): Mahjong Set, Healer’s Kit, Vehicles (L)

Action Surge (1/Short Rest): Take two actions in one round.

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

Fighting Style (Defense): +1 AC

Battlefield Medicine # of Dice: 3 / Dice Type: d6

Heal a target equal to dice type rolled, or spend 2 dice to heal a status effect such as Disease, Paralyzation, Poison, and etc.

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: 3


Attributes
Str: 13 / +1

Dex: 14 / +2
Con: 15 / +2
Int: 14 / +2
Wis: 14 / +2
Cha: 16 / +3


Info
AC: 14 (Light)

Ini: +2
PB: +2

Perception: +4 / 14
HP: 24 / 24


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


Holdout Laser: Attk: +4 / Attk: 1d8+2 / RoF: 2 / R: Near / Energy: Force


Monoknife: Attk: +4 / Attk: 1d6+2 / R: Melee / Special: Concealed


Gear: Pack, Canteen, Rations, Glowrod, Commlink, Flask


Traits 

Human: Versatile: Begin play with a free skill or tool kit. Gift: Begin play with a free feat.


Skills: Deception:+5, Insight: +4, Perception: +4, Perform: +5, Persuade: +7, Sleight of Hand: +6, Stealth: +4 / Tool Kits (+2): Brewer’s Kit, Guitar, Thieves’ Tools, Vehicles (L)


Feat: Chef


Expertise: Persuade, Sleight of Hand


Cunning Action: Dash, Disengage Stealth + Sleight of Hand, Thieves’ Tools


Sneak Attack: 2d6


Second Story Work: Climbing does not cost extra movement. Increase jumping distance with a Athletics (Str) or Acrobatics (Dex) roll.

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: 3

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

Info
AC: 20 (Imperious Chain + Shield)
Ini: +2
PB: +2
Perception: +4 / 14
HP: 28

Chainsword: Attk: +5 / D: 1d10+3 / R: Melee

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

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

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

Traits
Human: Versatile: Begin play with a free skill or tool kit. Gift: Begin play with a free Feat

Skills: Athletics: +5, Intimidate: +4, Perception: +4, Survival: +4 / Tool Kits (+2): Card Set, Smith's Tools, Vehicles (L, A)

Feats: Shield Master

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

Action Surge (1/Short Rest): May take two actions in one round.

Fighting Style (Defensive): +1 AC.

Improved Critical: Critical hit on a result of 19-20

Champion's Strike (2/Long Rest): Add +d6 to a damage roll

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: Artificer / Level: 3 / Background: Inventor

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

Info
AC: 15 (Scout)
Ini: +3
PB: +2
Perception: +4 / 14
HP: 27 / 27

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

Scattergun: Attk: +6 / D: 1d12+4 / R: Near / Energy: Thunder

Ion Grenade: Attk: +5 / D: 3d6 / R: Thrown / Energy: Lightning / Special: Save (Dex 14) for ½ damage. Area

Gear: Pack, Canteen, Rations, Bedroll, Commlink, Datapad, Toolkit

Traits
Uttin (Ratfolk): Darkvision. Can occupy the same space with another ratfolk, attacks made from this space are considered flanking. Rodent Empathy: Advantage on Animal Handling and other checks when dealing with rodents. Sneaky: Gain Proficiency in Sleight of Hand

Skills: Arcana: +5, History: +5, Investigation: +5, Perception: +4, Sleight of Hand: +5 / Tool Kit (+2): Potter’s Tools, Smith’s Tools, Tinker’s Tools, Thieves’ Tools

Infusions (Known / Active): Bag of Holding, Enhanced Defense, Repeating Shot, Sending Stones / Bag of Holding, Repeating Shot

Make It Work (2/Long Rest): Possess a number of scrap points equal to Proficiency Bonus. Spending these points allows Scrapper to add ½ their Proficiency Bonus (round up) to their next Ability, Attack, Save, or Skill roll, or add it to their Armor as a reaction when targeted by an attack.

Spellcasting
Attk: +5 / Save: 13

0: Mage Hand, Shocking Grasp

1st - Slots: Caustic Brew, Deploy Personal Barrier, Expeditious Retreat, Sanctuary + Burning Hands, Floating Disk

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: Kenku / Class: Detective / Level: 4

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

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

Info 
AC: 15 (Suit)
Ini: +4
PB: +2
Perception: +5 / Passive: 20
HP: 31

Revolver: Attk: +6 / D: 1d8+4 / R: Near

Sap: Attk: +6 / D: 1d6+4 / R: Melee / Special: Subdual

Switchblade: Attk: +6 / D: 1d4+4 / R: Thrown / Special: Concealed

Traits 
Kenku: Expert Forgery. Mimicry. Skill Training: Acrobatics, Deception

Skills: Acrobatics: +6, Deception: +3, Insight: +5, Intimidate: +3, Investigation: +6, Perception: +5, Sleight of Hand: +6, Stealth: +6 / Tool Kits (+2): Card Set, Lockpick Kit (+4), Vehicles (L)

Feats: Observant

Sneak Attack: 2d6 / Expertise: Investigation, Lockpick Kit

Cunning Action: Dash, Disengage, Stealth + Investigation, Perception 

Insightful Fighting (Insight vs. Deception) 

Notes 

  • Platt is a Kenku 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 'Kenku' 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: Scout / Level: 4 / Background: Explorer

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

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

Info 
AC: 15 (Reinforced Leather)
Ini: +3
PB: +2
Perception: +6 / 16
HP: 31 

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): 

Skills: Acrobatics: +5, Insight: +4, Investigation: +4, Nature: +4, Perception: +6, Stealth: +5, Survival: +6 / Tool Kits (+2): Card Set, Thieves' Tools, Vehicles (L, W)

Feats: Resilience (Con)  

Expertise: Perception, Vehicles (+4)

Sneak Attack: 2d6 / Cunning Action: Dash, Disengage, and Stealth

Skirmisher: When an enemy ends its turn within 5 ft. of the Scout, the Scout may move up to 1/2 their speed away and avoid Attacks of Opportunity. 

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 / Starting Career: Soldier / Background: Jungle Marine / Level: 3


Attributes
Str: 17 / +3

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

Cha: 13 / +1


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


Info
AC: 17 (Combat Armor)

Ini: +2

PB: +2

Perception:

HP: 31 / 31


Disruptor Pistol: Attk: +4 / D: 1d10+2 / R: Near / Damage Type: Necrotic


Razor Sword: Attk: +5 / D: 1d10+3 / R: Melee / Damage Type: Slashing


Brawl: Attk: +5 / D: 1d6+3 / R: Melee / Damage Type: Bludgeoning


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



Traits 

Human: Versatile: Begin play with a free Language, Skill, or Tool Kit. Gift: Begin play with a free Feat.


Skills: Athletics: +5, Insight: +4, Intimidate: +3, Perception: +4, Survival: +4, Stealth: +4


Feats: (Tavern) Brawler


Fighting Style: Defensive


Action Surge (1/1 - Long Rest)


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


Fighting Spirit (3/3 - Long Rest): 5 Temporary HP / Advantage on next Attack


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.

Vernon Lombar, Giff Soldier

  Name: Vernon Lombar Ancestry: Giff / Class: Fighter / Level: 8 / Background: Soldier Attributes   Str: 18 (19) / +4 Dex: 16 / +3 Con: 15 /...