Friday, November 28, 2025

Dire Turkey

 

Dire Turkey

Large Beast, Unaligned
CR 5 (1,800 XP)
Armor Class 15 (natural armor)
Hit Points 76 (8d10 + 32)
Speed 40 ft.

Attributes 
Str: 20 / +5
Dex: 14 / +2
Con: 18 / +4
Int: 3 / -4
Wis: 13 / +1
Cha: 8 / -1

Saving Throws: Dex +5, Con +7
Skills: Perception +5
Senses passive: Perception 15
Proficiency Bonus: +3
Languages —

Traits
Keen Sight and Smell

The dire turkey has advantage on Wisdom (Perception) checks that rely on sight or smell.

Territorial Frenzy

When the dire turkey is below half its hit points, it has advantage on attack rolls and deals an extra 3 (1d6) damage on all melee hits.

Relentless (Recharges after a Short or Long Rest)

If the dire turkey takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Trampling Charge

If the dire turkey moves at least 20 feet straight toward a creature and then hits it with a Talon attack on the same turn, the target takes an extra 7 (2d6) slashing damage.
The target must succeed on a DC 16 Strength save or be knocked prone.
If the target is prone, the turkey may make one Bonus Action: Talons attack against it.

Actions
Multiattack

The dire turkey makes two attacks: one with its Beak and one with its Talons.

Beak

Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 5) piercing damage.

Talons

Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 5) slashing damage.

Slam (Body Check)

Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 10 (1d10 + 5) bludgeoning damage.

Used primarily for Trampling Charge.

Bonus Actions
Savage Peck (Recharge 5–6)

After hitting a creature with its Beak attack, the dire turkey may immediately make another Beak attack against the same target.

This boosts its burst potential while keeping recharge-controlled balance.

Notes 

  • Hunters stalking turkeys may be wary if they come across too large a flock, as such a large colony of birds may be under the protection of a Dire Turkey. This massive beast will eagerly charge at targets from beasts to men, their approach often heralded by their Thunder Gobble cry that has been known to seize men with fear!
  • Dire Turkeys are capable of such attacks as beak pecks, talon slashes, and just plain charging into adventurers, body checking and slamming them with the turkey's massive feathery body.
  • Ogre, Orc, and Barbarian clans who want to bring in big meals for the fall season will go out of their way to pursue and bring down a Dire Turkey.

Thursday, November 27, 2025

Turkey Knight

 

Turkey Knight
Medium Humanoid (Any), Usually Lawful Neutral

CR 4 (1,100 XP)

A Turkey Knight is an elite cavalier belonging to an eccentric but deadly martial order.
Their trained War-Turkey mounts are fiercely loyal, territorial, and startlingly fast.

Turkey Knight — Stat Block

Armor Class 19 (Plate, Shield)
Hit Points 75 (10d8+30)
Speed 30 ft.

Attributes
STR: 16 / +3
DEX: 11 / +0
CON: 16 / +3
INT: 10 / +0
WIS: 12 / +1
CHA: 14 / +2

Saving Throws Con +5, Wis +3
Skills Animal Handling +5, Athletics +5, Perception +3
Senses passive Perception 13
Languages Common, plus one additional
Proficiency Bonus +2

Traits

Brave.

The Turkey Knight has advantage on saving throws against being frightened.

Mounted Mastery.

While mounted, the Turkey Knight gains the following benefits:

  • Advantage on melee attack rolls against creatures smaller than its mount.
  • Advantage on Strength saving throws and Strength (Athletics) checks to avoid being dismounted.
  • Opportunity attacks against the knight are made with disadvantage.

Coordinated Charge (Mounted Only).

If the Turkey Knight moves at least 20 feet straight toward a creature and hits it with a melee weapon attack, the attack deals an extra 7 (2d6) damage and the target must succeed on a DC 13 Strength save or be knocked prone.

Leadership (1/Rest).

For 1 minute, the Knight can utter commands to allies within 30 ft.
Affected creatures add 1d4 to attack rolls and saving throws.
Ends early if the Knight is incapacitated.

Actions

Multiattack.

The Turkey Knight makes two melee attacks with its sword.

Longsword.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (1d8+3) slashing damage, or 9 (1d10+3) if used with two hands.
If mounted and charging, deals an additional 7 (2d6) damage (see Coordinated Charge).

Heavy Crossbow.

Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target.
Hit: 5 (1d10) piercing damage.

Reactions

Parry.

The Knight adds +2 AC against one melee attack that would hit it.

----

War-Turkey Mount

A Turkey Knight's power depends equally on its fierce mount.
This War-Turkey is roughly Large size, fast, aggressive, and surprisingly durable.

War-Turkey

Large Beast, Unaligned

Armor Class 14 (natural armor)
Hit Points 45 (6d10+12)
Speed 40 ft.

Attributes 
Str: 16 / +3
Dex: 14 / +2
Con: 14 / +2
Int: 3 / -4
Wis: 12 / +1
Cha: 6 / -2

Skills Perception +3
Senses passive Perception 13
Languages
Challenge 1 (200 XP)

Traits
 
Keen Smell.

The turkey has advantage on Wisdom (Perception) checks relying on smell.

Sure-Footed.

The turkey has advantage on Dexterity saves or checks against being knocked prone.

Mountable.

A trained War-Turkey does not require a saddle; it remains controlled even in chaotic combat.

Actions
 
Multiattack.

The turkey makes two attacks: one with its beak and one with its talons.

Beak.

Melee Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8+3) piercing damage.

Talons.

Melee Attack: +5 to hit, reach 5 ft., one target.
Hit: 9 (2d4+3) slashing damage.

Gobbled Rush (Recharge 5–6).

The turkey moves up to its speed without provoking opportunity attacks.
Any creature whose space it enters must make a DC 12 Dex save or take 10 (3d6) bludgeoning damage and be pushed 5 feet. 

Notes 
  • The Order of the Scarlet Gobbler is one of several 'unusual' orders that tried to make the best of magical R&D to create new forms of war mounts for knights in the world that either did not care for, or were unable to ride creatures such as horses or gryphons. While Halfling riders experimented with War Chickens, a group of humans were willing to experiment with 'War Turkeys' as their avian mounts.
  • War Turkeys are known to slam their surprisingly tough and feathered breast into the enemy with their Gobbled Rush. At the Bottle of the Three Forks, the board riding goblin Warmaaster, Luften the Butcher, was killed when one of the turkeys slammed into him after his boar died from under him. The blow sent him flying into a nearby tree stump that broke the will of nearby goblin forces and caused them to retreat.
  • The battle cry is typically the fierce gobble! The cry is said to frighten goblin raiders over in the Winter Haven Vale as they know an angry turkey and a trained rider may be about.

Wednesday, November 26, 2025

Talnash, Stormcoast Sorcerer

 

Name: Talnash
Ancestry: Stormcoast Goliath / Class: Sorcerer / Level: 12

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

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

Info 
AC: 11 (Robes)
Ini: +1
PB: +4
Perception: +3 / Perception: 13
HP: 74

Staff of Lightning Bolts: Attk: +7 / D: 1d6+3 / R: Melee / Special: Reach; Lightning Bolt (1/Long Rest - Save Dex: 13 for 1/2): Fires a lightning bolt that deals 4d6 damage at a range of 120 feet.

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

Longsword: Attk: +6 / D: 1d8+2 / R: Melee

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Journal, Inkpen, Arcane Focus (Ring), Pearl of Power, Brooch of Shielding, Headband of Teleportation

Traits 
Stormcoast Goliath: Stormborn: Resistance to Lightning damage; Able to hold breath equal to twice as long as normal. Tempest's Endurance (3/Long Rest): Three times per Long Rest, resist a number of points of incoming damage equal to 1d12 + Con (+2). Storm Built: Gain Athletics Proficiency and Counts as Large for lifting and carrying capacity. Thunderstep (1/Long Rest - Save: 13): Targets in a 10 ft. radius must Save or take Thunder damage equal to current Proficiency Bonus.

Stormcoast Spells: Thaumaturgy (Cantrip), Thunderwave (3rd Level), Gust of Wind (5th Level)

Skills: Arcana: +6, Athletics: +5, History: +6, Intimidate: +6, Persuade: +6 / Tool Kits (+3): Calligraphy Set, Chess Set

Feats: Adept of the Red Robes, Initiate of High Sorcery, Weapon Master (Greatsword, Longbow, Longsword, Battleaxe)

Sorcery Points: 5 / Font of Magic + Careful Spell, Twinned Spell

Tempest Magic: Immediately before or after casting a spell that is 1st level or higher, the Sorcerer can fly up to 10 ft. without provoking an attack of opportunity.

Heart of the Storm: Resistance to Lightning and Thunder damage. When casting damaging spells that deal either Lightning or Thunder Damage, a Sorcerer can lash out with energy at chosen targets up to 10 ft. from the caster. Targets at range take a choice of Lightning or Thunder damage equal to half the sorcerer's level.

Storm's Guide: Can make small adjustments to certain weather conditions. When it's raining, a Sorcerer can create a bubble of protection that stops rain. If its windy, the Sorcerer cannot alter speed, but can force the wind to change in a direction for 1 round.

Spellcasting 
Attk: +6 / Save: 14 / Spells Known: 12

Cantrips: Blade Ward, Light, Mage Hand, Minor Illusion, Shocking Grasp, Thunderclap + Thaumaturgy

1st - Slots: 4: Detect Magic, Fog Cloud, Mage Armor + Color Spray, Feather Fall, Thunderwave

2nd - Slots: 3: Elemental Spike, Invisibility, Levitate + Enhance Attribute, Gust of Wind

3rd - Slots: 3: Fly, Haste

4th - Slots: 3: Ice Storm, Stoneskin

5th - Slots: 2: Teleportation Circle

6th - Slots: 1: Chain Lightning

Notes 

  • Talnash is the Sorcerer Baron from the iron realm of Soralov, far past the Grand Duchy and MoonRae. It is a land of cold plains and volcanic mountains, often lorded over by giant warlords and the homeland of the grey orcs. Talnash himself is a Goliath, a descendant of the first experiments that the first dragons conducted in fusing men with giant-kin, much like how they did fusing men with dragons to make dragonborn.
  • Talnash is marked as one of the Stormcoast Goliath. The union specifically between men and storm giant essence. Energies such as crackling thunder and lightning at times bounce off his hardened flesh with nary a scratch.
  • Is married to Kathea Orelsdotter, one of the Goliaths from the Frostbrand stock, whose essence is a mixture or human and frost giant. The two govern a region in and around the town of Fiskarheim.

Tuesday, November 25, 2025

Chak Ebonfeather - Tengu Mystic

 

Name: Chak Ebonfeather
Ancestry: Tengu / Class: Shugenja / Level: 5

Attributes 
Str: 12 / +1
Dex: 18 / +4
Con: 13 / +1
Int: 15 / +2
Wis: 18 / +4
Cha: 16 / +3

Saves 
Str: +2
Dex: +5
Con: +2
Int: +3
Wis: +8
Cha: +7

Info 
AC (Reinforced Silk): 17
Ini: +4
PB: +3
Perception: +4 / 14
HP: 33

Staff of Shocking Darts (+1): Attk: +8 / D: 1d6+4 / R: Near / Energy: Lightning

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

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

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

Gear: Pack, Canteen, Rations, Bedroll, Torches, Oil, Scroll Case, Rod of Seven Parts (I). Pearl of Power (1st Level), Cloak of Resistance (+1)

Traits 
Tengu: Expert Duplication: Advantage on Calligraphy Tools for forgery. Ancestral Recall: Gain Proficiency in two skills. Once per Long Rest, gain an Advantage on a d20 check involving those skills. Mimicry (Save: 14): Perfectly impersonate a voice or sound, target victim may make a Wis Save to disbelieve.
 
Skills: Arcana: +5, History: +5, Medicine: +7, Persuade: +6, Religion: +7, Stealth: +7 / Tool Kits (+3): Calligraphy Set, Painting Set
 
Feats: Magic Initiate (Druid)
 
Thunder & Lightning: Can change energy damage from the base damage to Lighting. Gain a Resistance to Lightning damage.
 
Channel Divinity (1/Short Rest): Turn Undead / Burst of Air
 
Spellcasting 
Attk: +7 / Save: 15
 
0: Guidance, Light, Spare the Dying, Thaumaturgy + Gust, Produce Heat
 
1st - Slots: 4: Bless, Cure Wounds, Detect Magic, Detect Good & Evil
 
2nd - Slots: 3: Hold Person, Lesser Restoration, Spiritual Weapon, 

3rd - Slots: 2: Create Food & Water, Dispel Magic
 
Notes 
  • Chak Ebonfeather is a Tengu Mystic, a Cleric who follows the elemental path via the element of Air. Not surprising, given Chak's Tengu ancestry.
  • Is traveling with an Elf Rogue and a Dwarf Ranger as part of a quest to try and secure one of the most sacred relics to the Wind Dukes of the elemental plane of Air. The Rod of Seven Parts. So far, Chak has uncovered one as part of the mythical artifact.
  • As a Shugenja, Chak has acted as both the party's sorcerer and the party's cleric. Then again, the Dwarf on Chak's team has both a crossbow and greataxe, so there is a Ranger acting as party melee and party tracker. The only one of the team single focus is the trio's Elf Rogue. 

Monday, November 24, 2025

Blackmoor - People of the North - Sebastian Ironheart

 


I decided to do an occasional post detailing several individuals living in The North also known as 'Blackmoor' after the prominent feature of Castle Blackmoor for the 5e system.

Name: Sebastian Ironheart
Ancestry: Dwarf / Class: Rogue / Level: 8 / Background: Spy

Attributes 
Str: 12 / +1
Dex: 14 / +2
Con: 14 / +2
Int: 19 / +4
Wis: 15 / +2
Cha: 14 / +2

Saves 
Str: +1
Dex: +5
Con: +2
Int: +7
Wis: +2
Cha: +2
Info 
AC: 15 (Studded Leather)
Ini: +2
PB: +3
Perception: +7 / 17
HP: 83

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

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

Blackjack +1: Attk: +6 / D: 1d6+3 / R: Melee / Special: Subdual

Heavy Crossbow: Attk: +5 / D: 1d10+2 / R: Far

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Scroll Case, Inkpen, Ink, Invisible Ink, Lens of Deciphering, Cape of the Mountebank

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 earth, including rock formations and gemstones. Toughness: +1 HP per level.

Skills: Deception: +5, History: +10, Insight: +8, Intimidate: +5, Investigation: +9, Perception: +7, Persuade: +8, Sleight of Hand: +5, Stealth: +5 / Tool Kit (+3): Disguise Kit, Calligraphy Kit,  Chess Set, Forgery Kit, Thieves' Tools (+6), Vehicles (L)

Expertise: History, Insight, Persuade, Thieves' Tools

Feats: Observant, Fighting Initiate (Defensive)

Cunning Action (1/Round - Bonus): Dash, Disengage, Hide + Help / Sneak Attack: 4d6

Master of Intrigue: Taking a minute to study speech patterns of locals in the region, the Rogue can pass themselves off as a native speaker.

Uncanny Dodge (1/Round - Reaction): As a Reaction, 1/2 the damage of an incoming attack that the Rogue can see.

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

Notes 
  • Sebastian Ironheart is one of the spies under the employ of Spymaster Odo out of Mount Uberstar and the Regency of the Mines. Officially, Sebastian poses as a merchant receiver in the city of Braunstein on the border between the Duchy of Ten and 'The Gloomy' the free city-states and environs that dot the hostile Gloomen Swamp and other waterways. His role is passing on information out of the Duchy and back to Uberstar.
  • As a Mastermind, Sebastian likes to utilize hirelings to do his dirty work for him. When he gets directly involved as a Rogue, he can advise allies with a ranged Help action as a bonus action. He carries a combination of shortsword, dagger, and crossbow. His main magical armament is his blackjack, which is capable of rendering victims unconscious for later interrogation.
  • The bottom of his square cut tumbler glass is a 'Lens of Deciphering' this magical item acts as a permanent comprehend languages, including deciphering coded messages from his handlers out of Starmorgan to pass onto the Regency.

Friday, November 21, 2025

Ibera Bruma, Dwarf Abjurer

 

Name: Ibera Bruma
Ancestry: Dwarf / Class: Wizard / Specialty: Abjuration / Level: 7

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

Saves 
Str: +3
Dex: +3
Con: +4
Int: +7
Wis: +6
Cha: +2

Info 
AC: 13 (Cloak of Protection)
Ini: +2
PB: +3
Perception:
HP: 58

Heavy Crossbow +1: Attk: +6 / D: 1d10+3 / R: Far

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

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

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Wand of Magic Missile, Potion of Heroism, Potion of Cure Wounds (x3), Thunderstones (x2), Smokesticks (x2)

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

Skills: Arcana: +6, History: +6, Insight: +5, Persuade: +4 / Tool Kits (+3): Gemcutting Kit 

Feats: Focused Multitasker

Arcane Recovery (1/day - Long Rest): Recover up to 4 slots of spells.

Arcane Ward (R: Self / D: Until Dispelled / Uses: 1/Long Rest): Gain a protective ward whenever casting an Abjuration spell that is 1st level or higher. The amount of HP the Ward has is equal to Wizard Level x2 + Int bonus.

Projected Ward (1/Round - Reaction): Project your active ward to target ally that is within 30 feet of the caster. 

Spellcasting 
Attk: +6 / Save: 14

0: Blade Ward, Frostbite, Light, Spell Shattering Strike

1st - Slots: 4: Alarm, Burning Hands, Detect Magic, Expeditious Retreat

2nd - Slots: 3: Acid Arrow, Magic Weapon, Spider Climb

3rd - Slots: 3: Acid Breath, Dispel Magic, Protection from Energy

4th - Slots: 1: Stoneskin

Notes 

  •  Ibera Bruma is a Hill Dwarf Abjurer, or Abjuration specialist, originally from Foehammer Hall before traveling along the southern reaches of the Dragonspine Mountains in search of the lost citadel of Khaz Malbec and in-between his archaeological research has taken a job as a party mage for a local adventuring company looking into the so-called Temple of Elemental Evil.
  • Favors a heavy crossbow, which is in-laid with jewels that he cut and has a +1 enhancement through the enchantments that the Bruma family have blessed the weapon with while Ibera journeys with the likes of Voone Jaskar and the rest of their party.
  • Professions and interests include lapidary. He carries a gemcutting kit and uses his Stonecunning to identify the use and value of gemstones. 

Thursday, November 20, 2025

Scipio Draconis, Half-Elven Marshal

 

Name: Scipio Draconis
Ancestry: Half-Elf / XP: 30 / Rank: Seasoned

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

Skills: Fighting: d8, Intimidate: d4, Know (Battle): d8, Notice: d6, Persuade: d6, Ride: d6, Shooting: d6

Info: Pace: 6 / Parry: 8 (1 - Shield) / Toughness: 8 (3 - Breastplate)

+1 Longsword of Frost:  Attk: d8+1 / D: 2d8 / Bonus Damage: d6 (Frost)

Dagger: Attk: d8 / D: d4+d8 / R: 3/6/12

Crossbow: Attk: d6 / D: 2d6 / R: 15/30/60 / AP: 2 / RoF: 1

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

Traits 
Half-Elf: Low Light Vision. Outsider. Heritage (Agile): Gain d6 Agility

Edges: Block, Command, Command Presence, Inspire

Hindrances: Code of Honor, Cold, Loyal 

Notes 

  • Scipio Draconis is the illegitimate son of a bordering noble in the Kingdom of Sunrae who has quietly taken a post past the demarcation between the Kingdom of Sunrae and the buffering 'Borderlands' region that was agreed between the kingdoms of Moonrae and Sunrae at the end of the great war. Draconis' presence is technically illegal, but to remain on the Sunrae side with the tyrannical King of Sunrae punishing any and all for minor infractions after losing his mind has made remaining in Sunrae hazardous.
  • As a Marshal, Scipio carries an energy about him that inspires the small band of soldiers under his command that are garrison at Bogwatch Garrison. He is capable of inspiring harder strikes, or bodies that seemed to absorb bruises while the men are able to fight through the pain. Having gone through officer lessons, Scipio is not the most solid a fighter as others in his garrison, but he is willing to hold the line.
  • Has made regular contact with the elven mercenary company, The Exiles. The Exiles are aware that technically Scipio has crossed the border and is is technically invading the Borderland region, but the two groups work together to put down mutual threats and have set aside the matter for the time being. 

Wednesday, November 19, 2025

Beau Marbo, Bionic Commando

Name: Beau Marbo
Ancestry: Human / Class: Commando / Level: 3

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

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

Info 
AC:  17 (Flak) - Firearm DR: 3
Ini: +3
PB: +2
Perception: +4 / 14
HP: 34

Slugthrower Pistol: Attk: +5 / D: 2d6+3 / R: Near

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

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

Slam: Attk: +6 / D: 1d6+2 / R: Melee / Special: Natural 

Gear: Pack, Canteen, Rations, Bedroll, Glowrod, Commlink, Datapad, Signal Beacong

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

Skills: Athletics: +5, Intimidate: +5, Perception: +4, Stealth: +5, Survival: +4 / Tool Kits (+2): Demo Kit, First Aid Kit, Vehicles (L) 

Feats: Tough

Fighting Style (Duelist): +2 damage when using a man-hand weapon and holding nothing off-hand.

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

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

Tactical Aid (2/Long Rest): Provide target ally with Tactical Aid, giving them the advantage on their next Ability or Attack roll. 

Notes 

  • Beau is a Commando. One of the elite fighters who specialize in light infantry fighting, raiding, and reconnaissance despite having martial training as a fighter over the likes of a Ranger or a Rogue. 
  • Is based of Oleander City, along the coast. He has previously lived on ships such as Empress of the Gulf trading his combat ability for rent aboard the former pleasure yacht turned expatriate fortress. He has also roamed the Pecos Plains and up into the Watershed.
  • Gear includes a razorsword, two laser pistols, and often a set of grenades. He likes to fight close, although he has had training in ranged weaponry such as las rifles and slugthrowers.  

Tuesday, November 18, 2025

Voone Jaskar, Halfling Fighter

 

Name: Voone Jaskar
Ancestry: Halfling / Class: Fighter / Level: 7

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

Saves 
Str: +1
Dex: +7
Con: +3
Int: +6
Wis: +3
Cha: +4

Info 
AC: 16 (Leather + Cloak of Protection)
Ini: +3
PB: +3
Perception: +5 / 15
HP: 60

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

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

Short Bow: Attk: +6 / D: 1d6+3 / R: Near

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Rope, Thieves' Tools, Caltrops, Spool of Twine, Chalk, Cloak of Protection

Traits 
Halfling: Lucky. Fearless. Nimble Movement. Stout Resilience: Save/Resist Poison.

Skills: Athletics: +3, Perception: +5, Stealth: +6, Survival: +5

Feats: Dual Wielder

Second Wind (1/Short Rest) / Action Surge (1/Short Rest) / Fighting Style: Dual Wield

Extra Attack: 2 attacks

Maneuvers 
# of Dice: 5 / Dice Type: d8 / Save: 14 / # of Maneuvers: 5

Feinting Attack, Lunging Attack, Parry, Precision Attack, Riposte 

Notes 

  • Voone Jaskar is a halfling Scout who prefers to fight with bow, or if in melee, he strikes with shortsword or dagger. While he favors the bow, the only recent treasure has recovered is a Elven-made shortsword that is magical in nature.
  • Often works with the dwarven abjurer, Ibera Bruma, or tallfolk types like Tanith, Katrine Greenbriar, or Erac's Cousin (Once Removed), the other, less well known cousin of the infamous Erac of Rathmer. When it comes to adventuring companions, Voone likes to work with types that like to stand-out so that he can roll in and whittle his targets down.
  • Currently one of the adventuring parties dealing with the Temple of the Elemental Evil. That terrible dungeon, semi-sunken in the Great Salt Marsh. So far, the most progress the party has made is clearing out the Moathouse that the Temple's cult had been using as a surface outpost. Now its a question about finding and penetrating one of the entrances said to lead into the temple.

Monday, November 17, 2025

Alexandre Gachet, Human Spellsword

 

Name: Alexandre Gachet
Ancestry: Human / Class: Spellsword (Fighter / Eldritch Knight) / Level: 4 / Background: Knight-Errant

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

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

Info 
AC: 19 (Mithral Full-Plate) / 21 (Plate + Shield)
Ini: +0
PB: +2
Perception: +3 / 13
HP: 29

Longsword +1: Attk: +6 / D: 1d8+4

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

Traits 
Human: Versatile: Begin play with a free skill. Gift: Begin play with a free feat.

Skills: Animal Handling: +4, Arcana: +5, Athletics: +5, Intimidate: +4, Perception: +3

Feats: Magic Initiate, Resilient (Int)

Fighting Style: Defensive (+1 AC) 

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

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

Weapon Bond (Longsword): While bonded to a weapon, the character cannot be disarmed while conscious. As a Move action, the Spellsword can summon their bonded weapon into their free hand, as long as they are on the same plane of existence as the weapon.

Spellcasting 
Attk: +5 / Save: 13

0:  Blade Ward, Booming Blade, Light, Shocking Grasp

1st - Slots: 3:  Absorb Elements, Longstrider, Shield, Thunderwave + Detect Magic (1st level Only)

Notes 

  • Sir Alexandre Gachet is a Human Spellsword. A specially trained knight-errant who has melded arcane ritual with martial swordplay, with the added ability to channel destructive spells through the martial weapons that are wielded in battle. Alexandre is an up-and-coming member of the Order of the Sapphire Rose which specializes in this unique class.
  • Is a member of House Gachet, one of a few baronial houses that splits County de Camleme and the nearby Citadelle de la Camleme. Alexandre's rivals include the Lionstones and the Selmys of the region. Alexandre is the second son, thus is only viewed as a spare if his elder brother dies and is allowed to pursue his training as a Spellsword.
  • Of wears the decorative plume in the color of his house, which is known as 'lac blue.' It further compliments his knightly colors of the Sapphire Rose.

Friday, November 14, 2025

Aladair Greenbreeze, Elven Gunslinger

Name: Aladair Greenbreeze
Ancestry: Elf / Class: Gusnlinger / Level: 4

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

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

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

Musket: Attk: +8 / D: 1d12+4 / R: Far

Bayonet: Attk: +6 / D: 1d6+4 / R: Melee / Special: Reach

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

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

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

Traits 
Elf: Darkvision. Keen Senses: Gain Proficiency skill. Fey Ancestry: Advantage vs. Charm; Immune to Magical Sleep. Mask of the Wild: Can attempt to Hide in light natural cover.

Skills: Athletics: +4, Intimidate: +4, Perception:+4, Persuade: +3, Survival: +4 / Tool Kits (+2): Chess Set, Smith's Tools, Vehicles (L)

Feats: Gunner

Fighting Style (Marksman): +2 Ranged Attacks.

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

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

True Grit 
Grit Points: 3

Fan the Hammer, Fast Hands, Iron Sights

Notes 

  • Aladair Greenbreeze is a member of the Exiles mercenary company. A company of Elves who, after the Great War, were blamed by the Kingdom of Sunrae's mad king for failing to crush the northern humans of Moonrae and instead forcing his government to accept a stalemate. As punishment, Aladair and his fellow soldiers were faced with either going into exile into the Borderlands or face execution. He was one of the ones who left his homeland.
  • While Elves are always famous for their use of the bow, Aladair is one of the few fusilier troopers within the company. The butt and wooden frame of his percussion cap musket contain decorative engraving of leaves despite being a weapon of iron and powder.
  • Like many 'Exile' units, Aladair is under contract with the city-state of Seaside to patrol the region of the Great Salt Marsh which separates Sunrae from the northern Red Hills and Badlands. His unit has dealt with swamp dwelling threats, such as undead, bandit gangs, lizardfolk marauders, and wild beasts.

Thursday, November 13, 2025

Cousin Sinister, Moppet Assassin

 

Name: Cousin Sinister
Ancestry: Moppet / Class: Rogue / Level: 6

Attributes 
Str: 13 / +1
Dex: 17 / +3
Con: 13 / +1
Int: 15 / +2
Wis: 12 / +1
Cha: 16 / +3

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

Info 
AC: 14 (Tough Clothing)
Ini: +3
PB: +3
Perception: +1 / 11
HP: 39

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

Throwing Knives: Attk: +6 / D: 1d4+3 / R: Thrown

Garrote: Attk: +6 / D: 1d4+3 / R: Melee / Special: Strangle

Gear: Rope, Grappling Hook, Lyre, Theives' Tools, Toolkit

Traits 
Moppet: Resilience: Advantage on Save vs. Poison; Resistance to Poison damage; Immune to Disease. Sentry Rest: Requires only 6 hours of inactivity to count as a rest. Animated Personality: Gain Performance as a Proficiency; +1 Tool Proficiency. Construct Recovery.

Skills: Acrobatics: +6, Deception: +6, History: +4, Intimidation: +6, Performance: +9, Sleight of Hand: +6, Stealth: +9 / Tool Kits (+3): Carpentry Tools, Lyre, Thieves' Tools.

Feats: Actor

Expertise: Performance, Stealth

Cunning Action: Dash, Disengage, and Hide / Sneak Attack: 3d6

Uncanny Dodge (1/round - Reaction): One per round, a Rogue may use their Reaction to halve the damage of an attack that they see coming.

Assassinate: Gain a Sneak Attack on a creature that has yet to act, this Sneak Attack is treated as a critical hit on a successful strike.

Notes 

  • Cousin Sinister, like his identical 'Uncle' before him is a Moppet Assassin for hire. Moppets, also known as Puppetfolk, are smaller constructs made in the same creation forges as Warforge. The noble houses dealing in conjuration and golemancery hoped to undercut the actor's guild by simply creating their own actors, covering them in felt, and giving them 'googly' eyes, not realizing that Moppets, like Warforge, would develop their own thoughts and feelings.
  • Like the original 'blue, slightly reptilian looking moppet' before him, a bad streak of energy flows into Cousin Sinister, making him an at times charming and funny, but ultimately cold blooded killer. At least he has so far channeled that dark power into proper contract killing and not being a psychopathic moppet.
  • Favors the garotte. He likes to leap from a hidden place, land on the back of his target, and then get the wire around him. With a hit, not only does he do Sneak Attack damage, his fighting then becomes a grappling contest, with every time he wins, he strangles the target until they expire.

Wednesday, November 12, 2025

Nicodemus Wynngar, Goblin Gunman

Name: Nicodemus 'Nico' Wynngar
Ancestry: Goblin / XP: 25 / Rank: Seasoned

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

Skills: Drive: d8, Fighting: d6, Intimidate: d4, Lockpick: d6, Notice: d6, Repair: d6, Shooting: d8, Streetwise: d6, Stealth: d6, Throwing: d6

Info: Pace: 6 / Parry: 5 / Toughness: 5 (1 - Leather Coat)

Debeer Machine Pistol: Attk: d8+1 / D: 2d6 / R: 12/24/48 / AP: 1 / RoF: 3 / Special: SA

Shortsword 9mm: Attk: d8 / D: 2d6 / R: 12/24/48 / AP: 1 / Special: SA

Switchblade: Attk: d6 / D: d4+d6 / R: 3/6/12 / Special: Concealed

Gear: Tool Kit, Thieves' Tools, Penflash

Traits 
Goblin: Agile. Low Light Vision. Small. Stealthy.

Hindrances: Greedy (Minor), Obligation (Maj), Quirk, Small

Edges: Ace, Dodge, Quick, Rock & Roll

Notes 

  • Nicodemus 'Nico' Wynngar is a member of the Wynngar goblin clan that inhabits portions of North and Central Neptune Key. The Wynngars are overseen by the matriarch, Agrippina Wynngar. The Wynngars are known for their trade artificers, bootleggers, and bounty hunters in the wilder parts of the Key and the outer swamp.
  • Nicodemus, like his brother Olybrius 'Ollie' Wynngar, is a bounty hunter who often gets jobs either from the Nocturnal Council or the wererat, Nestor Dowst. The Council's actions, typically targeting rogue vampires and weres who will not abide the council's orders, are partly sanctioned by the city government. The jobs Nestor tends to offer sometimes fall out of line.
  • Since the death of Olybrius when hunting down two vampire brothers, Nico has been working the bounty hunting scene by his lonesome in opposition to his mother's wishes. He now partners with the dhampir, Katja Naumova, in bringing down high risk targets.

Tuesday, November 11, 2025

Gearbolt, C.o.G.S. Barbarian

 

Name: Gearbolt
Ancestry: Creation of Generated Science (C.o.G.S.) / Class: Barbarian / Level: 6

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

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

Info 
AC: 18 (Natural)
Ini: +2
PB: +3
Perception: +5 / 15
HP: 65

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

War Wrench, +1: Attk: +7 / D: 1d12+4 / R: Melee

Gear: Pack, Spare Parts, Toolkit, Elixir of Repair Light Damage (1d8+2)

Traits 
CoGS: Constructed Resilience: Advantage on Save vs. Poison; Resistance to Poison. Does not eat, breathe, or drink. Immune to disease. Cannot be put to sleep. Sentry's Rest: Requires 6 hours of 'rest' mode to count as a Full Rest, however, your perceptive systems remain on alert. Integrated Protection: +1 AC.

Skills: Athletics: +6, Intimidate: +4, Perception: +5, Survival: +5

Feats: Martial Artist (Iron Fist Style)

RAGE! (4/Long Rest) - Resistance to Bludgeoning, Piercing, and Slashing. Add +2 Rage Damage. Advantage on Str checks and Saving Throws.

Danger Sense: Advantage on Dex Saves vs. Traps

Reckless Attack: Advantage on Attack Rolls while opponents gain Advantage to attacks from opponents.

Extra Attack: Take 2 attacks per round.

Thundering Stampede: After moving 10 ft. and attacking allows the Barbarian to add 1d6 Thunder damage and Shove the target.

Wild March (1/Round - Bonus Action): Take a Dash maneuver.

Run With the Herd (3 Targets): Add +10 ft. movement during Rage and apply +10 ft to the movement to 3 targets.

Notes 

  • Gearbolt is a C.o.G.S. (Creation of Generated Science) and a 'Barbaric' type fighter. When his internal combustion engine raises temperature, he charges into battle, bull rushing and caving people in with either his enchanted 'War Wrench' or his natural slam attack. His two-weapon fighting allows him to use both war wrench and slam as part his attacks.
  • Once served as a shock trooper for House Fitzharding, one of the great noble houses that have divided the Nation of Tonaby. The Fitzhardings used their units of C.o.G.S. along with their standing army when Lord Fitzharding's youngest son was framed for murdering a foreign emissary. Rather than hand him over, the Fitzhardings and the cadet houses of the conservative faction became openly hostile to the capital.
  • The rubies that power Gearbolt not only give him life, they provide him protection against magical and mundane fire.

Monday, November 10, 2025

Lindsey Appleby, Half-Elf Medicant

 

Name: Lindsey Appleby
Ancestry: Half-Elf / Class: Artificer / Background: Healer / Level: 5

Attributes 
Str: 13 / +1
Dex: 15 / +2
Con: 15 / +2
Int: 18 / +4
Wis: 16 / +3
Cha: 15 / +2

Saves 
Str: +1
Dex: +2
Con: +5
Int: +7
Wis: +3
Cha: +2

Info 
AC: 13 (Coat)
Ini: +2
PB: +3
Perception: +6 / 16
HP: 38

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

Short Sword: Attk: +5 / D: 1d6+2 / R: Melee

Light Crossbow: Attk: +5 / D: 1d8+2 / R: Near

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Bio-Samples, Tool Kits (Medicant), Healer's Kit

Traits 
Half-Elf: Darkvision. Fey Ancestry: Advantage vs. Charm spells-effects; Immune to magical sleep. Versatile: Begin play with proficiency in two Skills of the Half-Elf's choice.

Skills: Animal Handling: +6, Arcana: +7, Investigation: +7, Medicine: +6, Nature: +7, Perception: +6

Infusions (Known: 4 / Active: 2): Alchemy Jug, Bag of Holding, Enhanced Arcane Focus, Homunculus Servant / Active: Bag of Holding, Enhanced Arcane Focus

Experimental Serum (3/3 - Long Rest / Attack: +8 / Save: 15) - Create a Serum that acts as one of the following spells: Cure Wounds, Inflict Wounds, False Life

Symbiotic Graft (1 Active) - In addition to standard infusions, a Medicant can graft a symbiont that provides the following abilities: Adrenal Gland, Bone Plating, Synpatic Reflex Node, Symbiontic Sensor, Weaponized Limb. At 9th level, a Medicant can graft a 2nd symbiont along with standard infusions, and 15th they may craft a 3rd.

Spellcasting 
Attk: +8 / Save: 15

0: Mending, Spare the Dying

1st - Slots: 4: Caustic Brew, Disguise Self, Expeditious Retreat + Cure Wounds, Inflict Wounds

2nd - Slots: 2: Protection from Poison, Spider Climb, Web + Enhance Ability, Lesser Restoration

Notes 

  • Lindsey Appleby is a Medicant, an artificer who is an expert in bio-engineering and alteration, which gives her an understanding of the manipulation of biological matter typically through arcane means. Including the ability to graft bio-matter onto a subject's body to provide advantages to the user.
  • Typically takes adventuring jobs for either the money to fund her research since that last experiment in bio-grafting had a minor setback and the dean at Plumstead University had to receive emergency surgery to remove an experimental armor graft that caused his bones to grow into a hardened plate shell. Coincidentally, Lindsey was expelled from Plumstead University.
  • Has setup a new lab outside the city of Aberdeen at Barnsil Castle. The rent is low because the castle is haunted by the mad ghost of Lord Barnsil, but so far Lindsey has found the basement level is avoided by the shadow, and every once in awhile she needs to deal with a few zombies who rise form the ground. The rent is still very reasonable.

Friday, November 7, 2025

Landel St. Ensor, Gnome Investigator

 

Name: Landel St. Ensor
Ancestry: Gnome / Class: Investigator / Level: 7

Attributes 
Str: 13 / +1
Dex: 14 / +2
Con: 16 / +3
Int: 19 / +4
Wis: 14 / +2
Cha: 14 / +2

Saves 
Str: +1
Dex: +5
Con: +3
Int: +7
Wis: +2
Cha: +2

Info 
AC: 13 (Suit)
Ini: +3
PB: +3
Perception: +5 / Passive: 20
HP: 59

Sword Cane: Attk: +5 / D: 1d6+2 / R: Melee / Special: Concealed

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

Derringer: Attk: +5 / D: 1d10+2 / R: Close

Gear: Investigator's Kit, Wand of Secrets, Pipe 

Traits 
Gnome: Darkvision. Gnome Cunning (Int). Tinker's Lore. Tinker.

Skills: Insight: +8, Intimidation: +5, Investigation: +10, Perception: +5, Persuade: +5, Stealth: +5 / Tool Kits (+3): Calligraphy Set, Thieves' Tools

Feats: Observant

Expertise: Insight, Investigation / Sneak Attack: 4d6

Cunning Action: Dash, Disengage, Hide + Investigation, Perception / Evasion

Uncanny Dodge (1/Round - Reaction) / Insightful Fighting (Insight vs. Deception)

Notes 

  • Landel St. Ensor is a Gnome Investigator and Consulting Detective for Caledonia Hall, located in the gaslight city of Berwyck-on-Hill, or Berwyck. Another trading city along the dark river that receives oil shipments from far away establishments such as North Umbermoor in exchange for linen, wool, and meat that Berwyk is famous for.
  • While there is an established constabulary within Berwyck, tough cases, or the need for an accurate criminal profile has had the top brass of Caledonia hire Landel to at least generate a profile of killers, cutpurses, and master burglars. He likes using the extra money on new suits, as well as the times he has fallen in debt over the Garland Sweeps horse racing. Landel can generate the face of a killer, but he cannot deduce which horse will win when he bets the house.
  • Has a sharp mind that allows him to dodge danger with smart defense. He also has improved unarmed strike, not because he has developed some ancient martial arts technique. He is just willing to punch, especially human opponents, below the belt with targeted force to the groin or knee cap. 

Thursday, November 6, 2025

Wendell Malden, Halfling Knife Fighter

 

Name: Wendell Malden
Ancestry: Halfling / Class: Fighter / Level: 3 / Background: Criminal

Attributes 
Str: 10 / +0
Dex: 16 / +3
Con: 16 / +3
Int: 10 / +0
Wis: 12 / +1
Cha: 11 / +0

Saves 
Str: +2
Dex: +3
Con: +5
Int: +0
Wis: +1
Cha: +0

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

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

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

Club: Attk: +5 / D: 14+3 / R: Thrown

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

Traits 
Halfling: Lucky: Re-roll a Natural 1 and take the second result. Brave: Advantage on Save vs. Fear. Nimble: Move through space occupied by medium or larger size creatures. Resilience: Advantage on Save vs. Poison; Resistance to Poison damage.

Skills: Acrobatics: +5, Deception: +2, Intimidate: +5, Stealth: +5 / Tool Kits (+2): Dice Set, Thieves' Tools

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

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

Fighting Style (Dual Wielding).

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

Ambush, Quick Toss, Riposte

Notes 

  • Wendell Malden is a Halfling Scout. He's no ranger, communing with the trees or speaking to the animals, he is a hard bitten tracker who has certainly seen plenty of danger out of Gorman's Junction and dealing with the forces out of the Chaotic Caves. The adventurers who need a guide to lead them through the region know to find him at the Black Poole drinking at the counter.
  • Although he is a Fighter, Wendell knows a thing or two about the underbelly of the world. His Criminal background not only gives him Thieves' Tools training and Thieves' Cant, but he likes to be quick and use light armor so as not to slow him down. His favored maneuvers include ambushing, tossing knives, and slashing back when people miss him.
  • Is from the Stout clan, so despite the skullduggery, Wnedell has traded up the innate ability to hide for an inner toughness that helps protect him against poison.

Wednesday, November 5, 2025

Marie Glassmaker, Gnome Alchemist

 

Name: Marie Glassmaker
Ancestry: Gnome / XP: 20 / Rank: Seasoned

Attributes 
Agi: d6
Sma: d8
Spi: d8
Str: d4
Vig: d8

Skills: Alchemy: d8, Fighting: d4, Healing: d6, Investigation: d8, Notice: d6, Persuade: d6, Shooting: d4, Stealth: d6, Streetwise: d4, Throwing: d6

Dagger: Attk: d4 / D: 2d4 / R: 3/6/12

Mini Crossbow: Attk: d4 / D: 2d4 / R: 6/12/24 / AP: 1

Alchemist Fire: Attk: d6 / D: 1d10 / R: 3/6/12 / Special: SBT

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Inkpen, Ink, Formulae Book, Alchemy Kit. Scroll Case (Acidic Bolt, Web), Potion of Healing, Potion of Protection (Fire), Ring of Protection, Wand of Wonder

Traits 
Gnome: Smart: Begin play with d6 Smarts. Small: -1 Toughness due to Size. Low Light Vision.

Hindrances: Bad Eyes (Minor), Curious, Quirk

Edges: Arcane Background (Alchemy), New Power, Rapid Reacharge

Alchemy Formulae 
Casting Die: d8 / Power Points: 10 / Powers: 5

Boost/Lower Trait, Detect/Conceal Arcana, Environmental Protection, Healing, Stun

Notes 

  •  Across all instances, Marie Glassmaker is a gnome alchemist and a member of the Glassmaker Clan out of the flying city of Serraine. She is a citizen of the inventors, alchemists, lapidaries, magic-users of the gnome, goblin, and gremlin stock who live on the flying city as it makes its tour across the Known World and beyond. She also maintains a small house in the Five Shires town of Deepmoss, typically for the summer, or when she is tired of seeing clouds.
  • As an alchemist, most of her abilities and spells involve her using the beaker, flask, and phial as a catalyst for her powers.
  • Briefly dated Lamech Porterphase before breaking up as the two joined up with two different adventuring companies flying back down to the mainland and neither were interested in a long distance relationship.

Tuesday, November 4, 2025

Menelaus Multitools - Gnome Rune Knight

 

Name: Menelaus Multitools
Ancestry: Gnome / Class: Rune Knight / Level: 3

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

Info 
Armor: 18 (Plate Armor)
Ini: +2
PB: +2
Perception: +2 / 12
HP: 28

Rune Blade: Attk: +4 / D: 1d10+2 / R: Melee / Special: Two-Handed

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

Kukri: Attk: +4 / D: 1d6+2 / R: Thrown

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Potion of Healing, Helm of Mind Shielding

Traits 
Gnome: Darkvision. Gnome Cunning: Advantage on Int, Wis, and Cha Saves vs. Magic. Tinker's Lore: Gain Expertise on History (Int) checks involving Alchemical Artifcery, and Technological items. Inventor: Invent a small invention worth 10 gp. (Wind-Up Monkey w/ Cymbals).

Skills: Athletics: +4, History: +4, Insight: +4, Persuade: +4 / Tool Kits (+2): Chess Set, Glassblower Kit, Smith's Tools

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

Fighting Style (Great Weapon): Gain a minimum threshold of 6 on damage when using a two-handed weapon.

Runes (2): Clouds, Frost

Might of Giants (2/Long Rest / D: 1 Minute): For a minute, your character grows to giant size and gain a number of bonuses for being large. 

Notes 

  • Menelaus is a Rune Knight. Although trained as a combat, Menelaus has access to a certain degree of magical discipline that he can channel in a limited number of runes that grant him supernatural powers.
  • Is a member of the Order of the Owlbear. One of several knightly orders that are spread across various crusader kingdoms on an arid planet of Antioch. The Order of the Owlbear is dominated by various groups of gnomanity and include both Rune Knights and Paladins whose faith is typically placed in the gods that oversee arcane magic and knowledge.
  • Has a brother named Agamemnon Multitools, who has fallen to shadow and has become a Anti-Paladin. Menelaus has sworn that he would bring his brother to justice, either to redeem him, or put him down permanently.

Monday, November 3, 2025

Basil Pandark, Procyon Mercenary

 

Name: Basil Pandark
Ancestry: Procyon / OCC: Mercenary / Level: 5

Attributes 
IQ: 24 / Skill Bonus: +10%
ME: 17 / Save vs. Psionics/Insanity: +1
MA: 12
PS: 10
PP: 20 / To Strike: +3 / To Dodge/Parry: +3
PE: 15
PB: 13
SPD: 20

Info 
Armor (Plastic Man Protective Gear): 35 MDC 
Ini: +2
# of Attacks: 5
Dodge: +8
Parry: +5
SDC: 19
HP: 29

Laser Carbine: Attk: +3 / D: 3d6 (MD) / R: Near

Heavy Ion Blaster: Attk: +3 / D: 2d6 (MD) / R: Near

Snapsword: Attk: +5 / D: 1d6 (MD) / R: Melee / Special: Concealed (+10% Checks)

Gear: Pack, Canteen, Rations, Bedroll, Mess Kit, Commlink, Flares, Glowrod

Traits 
Procyon: Nightvision. Keen Smell (42%), Scavengers Instinct: +15% to Scavenge. Curious Mind: +5% to Technical and Mechanical Skills. Resilience: +2 Save vs. Disease and Drugs; +1 Save vs. Magic.  Small Frame: +1 Dodge; +1 Initiative

Saves: Magic: 12 / Rituals: 16 / Curses: 15 / Psionics: 14 / Illusions: 11 / Lethal Poisons: 14 / Non-Lethal Poisons: 16 / Diseases: 14 / Insanity: 11 / Extreme Temperatures: 14 / Electrocution: 18

Skills: Basic Mechanics: 65%, Detect Ambush: 75%, Detect Concealment: 65%, Intelligence: 73%, Land Navigation: 76%, Locksmith: 65%, Mechanical Engineer: 60%, Pick Locks: 75%, Prowl: 75%, Radio (Basic): 70%, Tailing: 85%, Wilderness Survival: 70%, / Talents: Running / Hand-to-Hand: Commando / WP: Las Pistol, Las Rifle, Paired Weapons, Sword

Notes 

  • Basil Pandark is a Procyon mercenary, a soldier for hire, working in the Smoky Badlands after being released as part of a 'quiet debut' of Northern Gun's 'Smoky Experiment' in trying to uplift more bestial creatures to compete against the Coalition States and their Dog Boys program. Basil is one of Northern Gun's experiments.
  • Due to his training, Basil is part scout, part thief. He is good at tailing targets, engineering equipment, and breaking through mechanical locks. While he always likes credits, he is willing to also be paid in Skill Training Programs (STP) or just standard books to pick up more abilities. He has an interest in electronic locks and safe cracking.
  • Carries a NG-N5C (Las Carbine). This is the industry standard NG-N5 Laser Rifle that has been trimmed for carbine use. Easier for a small figure such as Basil to hold.

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 /...