Friday, January 30, 2026

Joelle Tanzia, Dragonborn Rollergirl

Name: Joelle Tanzia
Ancestry: Dragonborn / Class: Roller / Level: 5 / Background: Athlete

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

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

Info 
AC: 14 (Cloth)
Ini: +1
PB: +3
Perception: +4 / 14
HP:  43

Knuckle Dusters +1: Attk: +7 / D: 1d6+4 / R: Melee

Shoulder Check: Attk: +6 / D: 1d4+3 / R: Melee / Special: Natural

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

Gear: Pack, Canteen, Rations, Bedroll, Glowglobe, Potion of Greater Healing (x2), Potion of Healing,

Traits 
Dragonborn: Draconic Type (Water / Cold): Gain Resistance vs. Cold damage. Breath (Cold Cone / 1/Short Rest / Dex Save: 14): Deal 2d6 Cold damage in a cone.

Skills: Athletics: +6, Intimidate: +5, Perception: +4, Sleight of Hand: +5 / Tool Kits (+3): Dice Set, Smith's Tools, Tinker's Tools

Infusion (4 / 2): Bag of Holding, Enhanced Arcane Focus, Enhanced Defense, Homunuculus Servant / Active: Enhanced Defense, Homunuculus Servant

Arcane Roller Skates (Bonus Action) - Deploy a set of Roller Skates that increase movement by 10 ft. but require a smooth surface to move across. The skates vanish when trying to perform actions such as climb stairs. While in motion, the skater can move across liquid surfaces as if they had the Water Walking spell active.

Blocker: After moving up to 15 ft. and making a Melee attack, a Roller gets a free Shove attempt. Advantage on Athletics / Str saves to resist Shove attempts on the Roller.

Multiattack: May make 2 attacks per round.

Spellcasting 
Attk: +5 / Save: 13

0: Dancing Lights, Mending

1st - Slots: 4: Catapult, Cure Wounds + Longstrider, Zephyr Strike

2nd - Slots: 2: Enhance Ability, Pyrokinetics + Kinetic Jaunt, Shatter

Notes 

  • Skating through arenas or through dungeons with tile floors is Joelle Tanzia, Dragonborn blocker, under the name 'Amethyst Midnight' is a part-time derby girl, part time dungeon raider and adventurer who brings her speed and expertise both to the sport and to the fight. When in a dungeon brawl with her companions, she likes to hit hard and fast with her enchanted dusters sewn into a special set of gloves (which she 'usually' remembers to take off before a derby meet).
  • Is a Blocker specialty, allowing he to move quick and shove targets away from allies. In addition to shoulder checking fools, her gloves encapsulate a pair of brass knuckle dusters that break a target's jaw with a heavy punch.
  • Her skates shift depending on surface. Typically appear as wheels, in icy conditions, they take on the form of arcane ice blades that allows her a gliding movement as she races across frozen or wet conditions.

Thursday, January 29, 2026

New Spell: Arcane Dodgeball

Arcane Dodgeball Evocation cantrip 

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You conjure a shimmering sphere of arcane force shaped like a brightly colored rubber ball and hurl it at one creature you can see within range. The target must make a Dexterity saving throw. On a failed save, the target takes 1d8 force damage. On a successful save, the target takes no damage, having “caught” the dodgeball in midair; the ball immediately disperses into harmless motes of magical dust.

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Notes 

  • Also known as 'Rabni's Arcane Dodgeball' the inspiration to create the spell came to Rabni when he saw a renowned thrower use a rubber 'super ball' to knock a tavern patron unconscious. She was so effective that witnesses believed the man was slain by the strike.
  • Uses concentrated force energy to create the ball. A quirk about the spell, due to the willpower and inspiration that Rabni was channeling when he created the ball, was that the dodgeball was harmless if caught.
  • Typically comes in shades of deep purple or prismatic pink. 

Wednesday, January 28, 2026

Royce, Human Superspy

 

Name: Royce

Background: Human / XP: 25 / Rank: Seasoned


Attributes
Agi: d6
Sma: d8

Spi: d6

Str: d6

Vig: d8


Skills: Fighting: d6, Know (Computers): d8, Know (Electronics): d6, Lockpicking: d6, Notice: d6, Repair: d8, Shooting: d6, Throwing: d6, Weird Science: d8


Info: Pace: 6 / Parry: 5 / Toughness: 10 (4 - Sneak Suit)


Slugthrower: Attk: d6 / D: 2d6 / R: 12/24/48 / AP: 3 / Special: SA


Knife: Attk: d6 / D: d4+d6 / R: 3/6/12


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


Gear: Toolkit, Datapad, Bandolier, Canteen, Pack, Commlink, Viewfinder


Traits
Human: Gift: Begin play with a Free Novice Edge


Edges: Gadgeteer, New Powers, Weird Science


Hindrances: Loyal, Overconfident, Quirk


Weird Science
Casting Die: d8 / Power Points: 10 / Powers: 3


Bolt, Invisibility, Stun


Notes 

  • Royce is a part of the 'Gizmoteer' branch of the Superspy faction. He trades up the raw of abilities of an operative for key gizmos that are built into his suit. This includes a focused laser beam, chameleon screen, and stun bombs that are found on his person.
  • Is part of a never ending struggle against a combination of enemies of the free world and the Shadow Ninja Clans that constantly seem to rival and are sometimes hostile enemies to the world's superspies.
  • Prefers fruit-based cocktails over stiff drinks like vodka martinis.

Tuesday, January 27, 2026

Theogrin Raablek, Green Star Adept

 

Name: Theogrin Raablek
Ancestry: Half-Orc / Class: Fighter / Level: 8

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

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

Info 
AC: 19 (Mithril Plate)
Ini: +1
PB: +3
Perception: +2 / 12
HP: 76

Longsword +1: Attk: +7 / D: 1d8+4 / R: Melee

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

H. Crossbow: Attk: +4 / D: 1d10+1 / R: Far

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Headband of Intellect (+2), Potion of Cure Serious Wounds (x3), Potion of Enlarge Spells (x3), Potion of Heroism, Wand of Magic Missile (3rd Level)

Traits 
Half-Orc: Darkvision. Intimidating: Gain Intimidate skill. Relentless (1/Long Rest): When reduced to 0 HP, a Half-Orc instead gains 1 HP and continues fighting. Savage Blow: Add +1 Damage die on Critical hits.
 
Skills: Arcana: +5, Athletics: +6, Intimidate: +6, Investigate: +5 / Tool Kits (+3): Card Set, Smith's Tools, Vehicles (L)
 
Second Wind (1/Short Rest): Heal 1d10 + 8 / Fighting Style (Defense): +1 AC
 
Action Surge (1/Short Rest): Take two actions in one round.
 
Starmetal Rigor: Gain Natural Armor 17 + Dex; Deal 1d4 + Str/Dex natural attack.
 
Altered Metabolism: Advantage on Save vs. Poison and Disease; Resistance to Poison and Necrotic damage.
 
Spellcasting 
Attk: +5 / Save: 13 / Spells Known: 6
 
0: Acid Splash, Mending
 
1st - Slots: 4: Burning Hands, Longstrider, Jump, Shield
 
2nd - Slots: 2: Enlarge/Reduce Person, Magic Weapon 

Notes 
  • Theogrin 'Theo' Raablek is a Half-Orc Fighter and one of several adventurers exposed to the mysterious ore known as 'Starmetal' that is said to come from the 'Green Star' also known as Alhazarde under Known World skies. Typically only Fighters are the only ones who have the inner constitution to absorb the metal when it strikes the earth. Its powers grant adepts arcane abilities and shifts their body from flesh to a metallic, green color.
  • Has developed an addiction to starmetal, forcing Theogrin to adventure, not just for money, but to find more metal to absorb and further increase his power.
  • Is originally from a corner of the Emirates known as Eresh-Kutha, which is famous for its 'Hanging Gardens' that makes use of Eresh' oasis to create the tiered wonder.

Monday, January 26, 2026

Gnomish Foreign Legionnaire

 

Gnomish Foreign Legionnaire 
Small humanoid (gnome), lawful neutral

Armor Class 14 (uniform)
Hit Points 30 (4d6 + 16)
Speed 25 ft.

Attributes 
Str: 10 / +0
Dex: 14 / +2
Con: 18 / +4
Int: 12 / +1
Wis: 12 / +1
Cha: 10 / +0

Saving Throws: Con: +6, Wis: +3
Skills: Athletics: +2, Perception: +3
Senses: Darkvision 60 ft., Passive Perception: 13
Languages: Common, Gnomish
Challenge: 1 (200 xp) / PB: +2

Traits
Gnomish Discipline

The legionnaire has advantage on saving throws against being frightened. 

Firearms Training

The legionnaire ignores the loading property of shock rifles and pistols. 

Grenadier (1/Day)

The legionnaire carries one grenade (see Actions). 

Actions
Multiattack

The legionnaire makes two attacks with its Shock Rifle or Pistol. 

Shock Rifle

Ranged Weapon Attack: +4 to hit, range 60/180 ft., one target.
Hit: 8 (1d12 + 2) lightning damage. 

Pistol

Ranged Weapon Attack: +4 to hit, range 30/90 ft., one target.
Hit: 7 (1d10 + 2) piercing damage. 

Saber

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

Grenade (1/Day)

The legionnaire throws a grenade up to 60 feet. Each creature within 10 feet of the explosion must make a DC 12 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much on a successful one.

Notes 

  • Defending gnomanity across Wildspace from threats such as the Drow, the Scro, the Neogi among other threats are the brave men and women of the Gnomish Foreign Legion. Having adapted the same militaristic styling of the Giff and the Elven Imperial Navy, the GFL are known to deploy its force with troopers harnessing storm crystals for their shock rifles. In addition to their rifles and fire grenades, the GFL are known field other equipment such as bombards and mortars to dominate the field.
  • The average legionnaire sports a shock rifle that typically requires a Bonus Action to cycle the charging bolt to provide another shock charge. They also carry a starwheel pistol, saber or kukri, and last at least one or more grenades.
  • Although their charter presents them as 'defenders of gnomanity.' The GFL like the giff are willing to work for lawful to good cause in exchange for provisions and what they will consider a reasonable sum. Like the giff, GFL companies will not fight one another and may even switch sides if an attempt is made to force them to fight one another by either side's client.

Friday, January 23, 2026

Deaverbot 1.0 - Robot Rebel

 Name: Deaverbot / Series Number: 1.0
Ancestry: Robot / Class: Barbarian / Level: 6 / Background: Rebel

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

Saves 
Str: +6
Dex: +1
Con: +5
Int: +2
Wis: +1
Cha: +0

Info 
AC: 16 (Natural)
Ini: +1
PB: +3
Perception: +4 / 14
HP: 59

Greatsword +1: Attk: +7 / D: 2d6+4 / R: Melee

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

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

Lightning Beam: Attk: +4 / D: 1d10+1 / R: Near / Energy: Lightning

Gear: Pack, Spare Battery, Emergency Rations for Humans, Lantern, Oil, Rope, Arcane Servos of Striding and Springing (Boots of Striding & Springing), Oil of Shielding (+2), Oil of Repair Damage(x2)

Traits 
Robot: Iron Fist (Natural Attack): 1d6 + Str. Integrated Protection: Add Proficiency Bonus to AC as long as Barbarian is proficient in armor. Powerful Build. Sentry's Rest.

Skill: Athletics: +6, Intimidation: +3, Perception: +4, Survival: +4 / Tool Kits (+3): Dice Set, Vehicles (L)

Feats: Great Weapon Master

Rages (4/Long Rest): Add +4 Damage. Resist: Bludgeoning, Piercing, Slashing, and Psychic Damage.

Fearless Rage: While raging, the Barbarian has Advantage on Save vs. Fear. When succeeding a Save vs. Fear check, the Barbarian may take a Bonus Move and Attack action if it can get in range of the source of Fear.

Reckless Attack: Advantage on Attacks at a cost of being Exposed to attacks for 1 round.

Notes 

  • Deaverbot 1.0 is the creation of Stanfield 'Stan' Deaver as a labor and bodyguard robot for the Spelljammer universe. Deaverbot was deployed to the planet Breagha, a land known for highland country and beautiful rivers, as the request of a Baron Argyle who was interested in acting as a patron to the gnome to be his court tinker.
  • Developing its own personality and disgruntled by prejudice is received from the local, Deaverbot 1.0 has become a bit of a rebel, leading warforged and other sentient constructs on a rebellion for fair rights. Where Deaverbot got the warpaint, kilt, and claymore are anyone's guess, but the robots have a habit of tearing down anti-construct signs and are willing to defend themselves if necessary with violence.
  • Is being reluctantly hunted by his own creator, Stan Deaver, along with a band of 'Kepi' gnomes. Gnomish mercenaries who have agreed to try and not damage Deaverbot not too much so that Stan can repair and hopefully re-program his wonderful creation. 

Thursday, January 22, 2026

Otho Pennyweight, Goblin Monk

 

Name: Otho Pennyweight
Ancestry: Goblin / Class: Monk / Level: 10 / Background: Outlander / Monk Path: Way of Street Fighting

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

Saves 
Str: +7
Dex: +8
Con: +4
Int: +3
Wis: +3
Cha: +2

Info 
AC: 16 (Clothes + Cloak of Defense)
Ini: +3
PB: +4
Perception: +2 / 12
HP: 91

Martial Arts: Attk: +7 / D: 1d8+3 / R: Melee

Dagger: Attk: +7 / D: 1d4+3 / R: Thrown

Sling: Attk: +7 / D: 1d4+3 / R: Thrown

Gear: Pack, Canteen, Rations, Bedroll, Journal, Inkpen, Ink, Hearthstone, Meditation Candles, Firestarter, Rope, Immovable Rod, Potion of Healing (x2), Ring of Cold Resistance, Cloak of Defense

Traits 
Goblin: Darkvision. Resistance: Advantage on Save vs. Charm. Fury of the Small (4/Long Rest): Add +4 damage to a successful attack. Nimble Escape: Gain Disengage and Hide as bonus actions.

Skills: Acrobatics: +7, Athletics: +6, Stealth: +7, Survival: +6 / Tool Kits (+4): Pan Flute, Tinker's Tools

Feats: Martial Arts Style (Fanged Serpent), Mobile

Ki Points (11): Flurry of Blows, Patient Defense, Step of the Wind, Stunning Strike, Uppercut

Slow Fall (50 ft.): Negate damage up to 50 ft.

COMBO!: Add +2 to each subsequent attack after successful first attack up to a maximum of +6. This bonus resets after taking damage.

Stillness of Mind: As a Bonus Action, end a Frightened or Charmed condition.

Extra Attack: 2 attacks per round.

Deflect Missiles (1/round - Reaction): Reduce incoming damage by 1d10 + 14. Reducing damage to 0 means the Monk has caught the missile and may immediately hurl it back.

Notes 

  • Otho Pennyweight is a lesser member of the Pennyweight Goblin clan who has studied the path of the Monk. Although part of him is drawn to the lure of gold, he tries to maintain balance via generous (for a goblin) donations and extra meditation with the finest imported scent candles of mint and cherry blossom.
  • While he has drawn wisdom while living at the monastery, Otho still views himself as a loyal member of the Clan and will shed his usual gi for a suit and is willing to act as an enforcer when one of his brothers needs him.
  • Favored fighting style? The Fanged Serpent. Which emphasizes a fluid motion and sharp strikes on the pressure points with the fingers.

Wednesday, January 21, 2026

Gustafson DeGrief, Gnome Artificer

 

Name: Gustafson DeGrief
Ancestry: Gnome / Class: Artificer / Specialty: Medic / Level: 9 / Background: Sage

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

Saves 
Str: +0
Dex: +2
Con: +7
Int: +8
Wis: +1
Cha: +1

Info 
AC: 14 (Lab Coat)
Ini: +2
PB: +4
Perception: +1 / 11
HP: 75

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

Dart Pistol: Attk: +6 / D: 1d6+2 / R: Near

Scalpel: Attk: +6 / D: 1d4+2 / R: Melee / Special: Concealed

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Healer's Kit, Hearthstone, Mess Kit, Potion of Healing, Periapt of Health

Traits 
Gnome: Darkvision. Cunning: Advantage on Int, Wis, and Cha Saves vs. Magic. Tinker's Lore: Expert on History (Int) when dealing with alchemical, artificer, and technological items. Inventor: Begin with a small invention - Stopwatch.

Skills: Arcana: +8, History: +8, Investigation: +8, Medicine: +8 / Tool Kit (+4): Alchemy Set, Healer's Kit, Tinker's Tools

Feats: Early Rise, Healer

Infusion (Known: 6 / Active: 3): Bag of Holding, Enhanced Arcane Focus, Enhanced Defense, Homunculus, Mind Sharpener, Spell Refueling Object / Active: Bag of Holding, Arcane Defense, Homunculus

Field Medicine (Range: Touch / # of Points: 45): Can distribute Temporary Hit Points in 5 point increments. These points are not cumulative and a target must wait until they have ran out of temporary hit points to receive more.

Mad Chemistry: Resistance to Poison Damage.  Target with Temporary Hit Points due to Field Medicine receives and Advantage vs. Poison & Disease conditions.

Healer's Kit Expertise: When rolling health gained from Healer's Kit, all 1's and 2's are treated as a minimum result of 3.

Spellcasting 
Attk: +8 / Save: 16

0 - Known: 2: Poison Spray, Spare the Dying

1st - Slots: 4: Absorb Elements, Detect Magic, Germ + Cure Wounds, Detect Poison & Disease

2nd - Slots: 3: Aid, Enlarge/Reduce, Lesser Restoration, Protection from Poison + Enhance Ability, Prayer of Healing

3rd - Slots: 2: Revivify + Feign Death, Life Transference

Notes 

  • Dr. Gustafson DeGrief is the chief artificer and chemist for the Regener-X Company of Azeroth. A private consortium whose cash cow is selling health potions and dermal regeneration tinctures to help Azerothians across the factions mend scars and burns that they see from constant war.
  • Has been working with a rogue member of the Army of the Light named Artaxeron to acquire a Lightforge healing tank and protomatter as part of a long term scheme to produce husk clones from plans that DeGrief claims he acquired from other sources. He has made a few tests, revivifying certain individuals, such as his chief rogue, Harley Rivers.
  • Has a plan to begin kidnapping and making clone husks of select members of Stormwind's House of Nobles as part of a larger plan to quietly control the House and pass certain policies on behalf of DeGrief and his company.

Tuesday, January 20, 2026

Warchicken

 

Warchicken 
large beast, unaligned 

Armor Class 12
Hit Points 17 (3d10 + 3)
Speed 50 ft.

Attributes 
STR 16 (+3)
DEX 14 (+2)
CON 13 (+1)
INT 2 (-4)
WIS 12 (+1)
CHA 8 (-1)

Senses passive Perception 11
Challenge 1/2 (100 XP) • PB +2

Traits

Pecking Charge

If the war chicken moves at least 20 feet straight toward a creature and then hits it with a Talons attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone.

If the target is prone, the war chicken can make one Beak attack against it as a bonus action.

Actions

Talons

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

Beak

Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) piercing damage. 

Notes 

  • One of the two battlefield mounts used by halflings. While halfling scouts use riding hounds for their speed, stealth, and more slender forms that are able to negotiate rough terrain, halfling calvary and knights tend to pick the sturdier Warchickens.
  • Warchickens like to rush, knocking down prey with their talons and often follow up with a pecking strike that can dint plate mail with a solid strike.
  • The Order of the Scarlet Cockerel, sometimes known as the 'Order of the Cock' is a halfling knightly order that is famous for using the warchicken as their mount. Their sister order includes the 'Order of the Owlbear' which are used by gnomes and the 'Order of the Black Hound' which is a fellow halfling knight order famous for their use in riding mastiffs.

Monday, January 19, 2026

Dire Gummy Bear

Dire Gummy Bear
Large construct, unaligned

Armor Class 13 (gummy hide)
Hit Points 85 (10d10 + 30)
Speed 35 ft.

STR 20 (+5) | DEX 10 (+0) | CON 16 (+3) | INT 3 (-4) | WIS 12 (+1) | CHA 6 (-2)

Skills Perception +3
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages understands the languages of its creator but can’t speak
Challenge 3 (700 XP) • PB +2

Traits

Candy Construct

The dire gummy bear doesn’t require air, food, drink, or sleep.

Sticky Body

A creature that hits the dire gummy bear with a melee attack while within 5 feet of it must succeed on a DC 13 Strength saving throw or have its weapon or limb stick to the bear until the start of the creature’s next turn.

While stuck this way, the creature can’t use that limb/weapon to make attacks. The creature can use a bonus action to pull free with a successful DC 13 Strength (Athletics) check.

(This is meant to be annoying and funny… until it’s not.)

Gummy Resilience

If the dire gummy bear takes slashing damage, it has advantage on its next saving throw against being grappled, restrained, or knocked prone before the end of its next turn.

Actions

Multiattack

The dire gummy bear makes two attacks: one with its Bite and one with its Claws.

Bite

Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 10 (1d10 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or take 4 (1d8) acid damage at the start of its next turn as the gummy saliva begins to dissolve flesh and armor.

Claws

Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 5) slashing damage.

Gummy Hug (Recharge 5–6)

The dire gummy bear lunges and compresses around a creature it can see within 5 feet. The target must succeed on a DC 15 Strength saving throw or be grappled (escape DC 15).

While grappled this way, the target is also restrained, and it takes 7 (2d6) bludgeoning damage at the start of each of the bear’s turns.

The dire gummy bear can grapple only one creature at a time with this feature.


Notes 

  • The ultimate conjuration for Confectioner artificers, candy alchemists, and wizards who love to experiment in the properties of gelatin, the Dire Gummy Bear is a construct that typically possesses an elemental spirit that gives it life. While much of its body is made a sticky sweet coating, its teeth and claws are magically hardened and its saliva is pure concentrate of citric acid that burn through armor and flesh.
  • The unique texture of the Dire Gummy Bear's body has the ability to trap weapons that pierce through the smooth texture of the gummy bear's surface.
  • Comes in a variety of colors, such as cherry red, lemon yellow, and strawberry green.  

Friday, January 16, 2026

Vetrina 'Vet' Uydrala - Aasimar Monk

 

Name: Vetranio 'Vet' Uydrala
Ancestry: Aasimar / Class: Monk / Level: 4

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

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

Info 
AC: 14 (Robes)
Ini: +7
PB: +2
Perception: +2 / 12
HP: 31

Martial Artist: Attk: +4 / D: 1d4+2 / R: Melee / Special: Natural

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

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

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Libram, Inkpen, Ink, Potions of Cure Wounds (x2)

Traits 
Aasimar: Darkvision. Celestial Resistance: Resist Necrotic and Radiant damage. Healing Hands (1/Long Rest - R: Touch): Target touched is healed 2d4 damage. Celestial Revelation (1/Long Rest - D: 1 Minute): Gain Radiant consumption for the duration, dealing Radiant damage to enemy targets within a 10 ft. radius of the Aasimar for the duration.

Skills: Acrobatics: +4, Athletics: +4, Insight: +4, Medicine: +3, Religion: +3 / Tool Kits (+2): Cooking Utensils, Lyre, Tailoring Kit

Feats: Alertness

Unarmored Defense: AC becomes 10 + Dex + Wis when not wearing armor.

Ki Points (# of Points: 4 / Save: 12): Flurry of Blows, Patient Defense, Step of the Wind

Unarmored Movement: +10 ft. movement

Slow Fall (1/Round - Reaction): Negate falling damage equal by 20 points.

Deflect Missiles (1/Round - Reaction): Reduce damage of incoming missile attack that the Monk is aware of by 1d10 + Dexterity (2) + Monk Level (4). If reducing damage to 0, a Monk can spend a Ki Point to get a free range attack.

Clerical Spellcasting 
Attk: +4 / Save: 12 / Spells Known: 4

0: Guidance, Sacred Flame

1st - Slots: 3: Cure Wounds, Detect Good & Evil, Protection from Good & Evil, Shield of Faith

Notes 

  • Vetranio 'Vet' is a female Aasimar orphan who was taken in by the sisterhood of 'Our Lady Penitent Palm' where Vet was trained not just as a member of the clergy, taught the magical secrets of the order, but also was trained to be prepared to defend herself with just her hands. The Penitent Palm is an order of monks in addition to cleric.
  • Has agreed to escort a set of supplies to the blighted east where the undead are said to roam freely and terrorize the populace. Her destination is Bodley Manor under a caravan of Dwarves of the Stormrock Battalion.
  • Magical item granted by her mother superior is a 'Ring of Iron Fist' also known as a 'Ring of Block' granting her magical access to the Block edge. 

Thursday, January 15, 2026

King Crab

 

Name: King Crab
Large beast (aquatic), unaligned 

Challenge: 4 (1,100 XP)
Role: Anchor / Grappler / Area Control

Armor Class 15 (natural armor)
Hit Points 95 (10d10 + 40)
Speed 30 ft., swim 30 ft. 

STRDEXCONINTWISCHA
19 (+4)11 (+0)18 (+4)2 (–4)12 (+1)5 (–3)

Saving Throws Str +7, Con +7
Skills Perception +4, Athletics +7
Senses blindsight 30 ft., passive Perception 14
Languages -

Traits

Amphibious. The crab can breathe air and water.

Siege Claws. The crab deals double damage to objects and structures.

Shell Guard (Reaction, 1/round).
When the crab is hit by a ranged attack, it reduces the damage by 1d10 + 4 as it angles its massive shell.

Mated Fury.
If the Alpha’s mate (the standard Monstrous Crab) is reduced to 0 HP, the Alpha enters a fury for 1 minute:

  • Advantage on melee attack rolls
  • +2 damage on all melee hits
  • Cannot use Shell Guard during this time

Actions

Multiattack. The Alpha makes two Claw attacks.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 15).

  • While grappled, the target is restrained.
  • The Alpha can grapple up to two creatures at a time.

Crushing Slam (Recharge 5–6).
The Alpha slams both claws down in a 10-foot radius.

  • Creatures in the area must make a DC 15 Strength save
  • Fail: 3d10 + 4 bludgeoning damage and knocked prone
  • Success: Half damage, not knocked prone.

Bonus Actions

Drag Under.
A creature grappled by the Alpha is pulled up to 10 feet into water or difficult terrain.

Notes 

  • This variant of King Crab of works in tandem with its mate, a monstrous 'Queen Crab.' King Crab is an aggressive crustacean that uses its claws and the ability to slam its heavy claws down to crush its target.
  • King Crab's reinforced shell allows it to absorb the brunt of attacks, reducing the actual damage. In the event King Crab loses it mate, it will stop trying to defend itself, longing to perish, but not before in a rage trying to kill whoever caused its mate harm.
  • Often kept as pets by Storm and giants. Woe be it to any adventurer, or chef, who disturbs a crab resting in storm giant's castle under the sea. 

Wednesday, January 14, 2026

Nesva Deepfield, Arctic Gnome

 

Name: Nesva Deepfield
Ancestry: Arctic Gnome / Class: Artificer / Level: 4 / Background: Outlander

Attributes 
Str: 12 / +1
Dex: 14 / +2
Con: 16 / +3
Int: 16 / +3
Wis: 14 / +2
Cha: 12 / +1
 
Saves 
Str: +1
Dex: +2
Con: +5
Int: +5
Wis: +2
Cha: +1
 
Info 
AC: 16 (Hide)
Ini: +2
PB: +2
Perception:
HP: 35

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

Speargun: Attk: +4 / D: 1d8+2 / R: Near

Harpoon: Attk: +4 / D: 1d6+2 / R: 3/6/12 / Special: Reach 1

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Frying Pan of Everburning, Animal Treats

Traits 
Arctic Gnome: Darkvision. Hardiness: Advantage on Saves vs. Cold environments. Survivalist: Gain Survival skill. Gnomish Cunning: Advantage on Int, Wis, and Cha saves vs. Magic. Frostburst (1/Long Rest - Dex Save: 14): Unleashes a burst of cold energy that deals 2d6 and slows targets. Targets may save for 1/2 damage and negates slow.
 
Skills: Arcana: +5, Athletics: +3, Nature: +5, Survival: +6 / Tool Kits: Flute, Leatherworking Tools, Smith's Tools, Vehicles (L)
 
Feats: Ritual Caster
 
Infusions (Known: 4 / Active: 2): Bag of Holding, Enhanced Defense, Homunculus Servant, Rope of Climbing / Enhanced Defense, Rope of Climbing
 
Eldritch Cannon (Force Ballista) - Attk: +5 / D: 2d8 / R: Far
 
Spellcasting 
Attk: 5 / Save: 13
 
Rituals: Detect Magic, Speak With Animals 
 
0: Mending, Shocking Grasp
 
1st - Slots: 3: Absorb Element, Alarm, Cure Wounds, Longstrider, Purify Food & Drink + Shield, Thunderwave 

Notes 
  • Adventuring in the same realm of Benobas Bay and the Ice Elves are the mammoth clans of Arctic (also known as Ice) Gnomes like Nesva Deepfield. She is one of several members of the Deepfield clan who often travel together in roving caravans of gnomes who use their mammoths to pull their sleighs. Nesva has been awarded a private sleigh with her Arctic Gnome husband, Davlen Twinflake. The two have kept their own separate names despite joining in the presence of their caravans
  • Nesva is a tinker and minor spellcaster whose ritual book grants her Speak with Animals that allows her to communicate with her mammoth.
  • Has a severe personality. While she cares about others, she sometimes has a hard time following social cues. A manner that has left her at times slightly isolated from others. It took the easy going and perhaps a deeper connection sensed by her partner, Davlen to stay together in order to be married.

Tuesday, January 13, 2026

Gogni Deepcore

 

Name: Gogni Deepcore
Ancestry: Earth Kobold / Class: Fighter / Level: 7 / Background: Prospector

Attributes 
Str: 17 / +3
Dex: 13 / +1
Con: 19 / +4
Int: 13 / +1
Wis: 14 / +2
Cha: 10 / +0
 
Saves 
Str: +6
Dex: +1
Con: +7
Int: +1
Wis: +2
Cha: +0
Info 
AC: 17 (Breastplate)
Ini: +1
PB: +3
Perception: 
HP: 74

Pickaxe +1: Attk: +7 / D: 1d8+4 / R: Melee

Light Hammer: Attk: +6 / D: 1d6+3 / R: Thrown

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

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

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

Traits 
Earth Kobold: Deepvision. Stonehide: Natural AC: 13 + Dex;  1/Long Rest - Reduce incoming damage equal to PB. Earthstride: Ignore rough terrain due to earthen conditions. Trapsmith: Proficient in Thieves' Tools and Trapsmithing Kit

Skills: Athletics: +6, History: +4, Insight: +5, Perception: +5, Survival: +5 / Tool Kits (+3): Mining Kit, Smith's Tools, Thieves' Tools, Trapsmith's Kit

Feats: Inexhaustible, Miner

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

Second Wind (1/Short Rest): Heal 1d10 + 7 points.

Fighting Style (Defense): +1 AC.

Fighting Spirit (3/Long Rest): Gain +5 Temporary HP; Advantage on the character's next attack roll.

Notes 
  • Gogni Deepcore is an Earthern Kobold, or a Kobold that has been imbued with the power of the Elemental Plane of Earth. He has the surprising ability to sometimes blend in to the various tunnels and caves that run through the elemental plane.
  • Due to the elemental energies that have touched him, Gogni actually needs to eat very little and its usually fungus or moss. Most of the time, he does little adventuring and spends his day in the multiverse prospecting and mining precious gems that fuel magic, or can be sold at the markets outside the Sevenfold Maze, the shifting fortress of the earthen djinn, also known as the Dao.
  • Attack maneuver as a miner is striking a target multiple times with his diamond tipped pickaxe that has both a node of accuracy (+1 to-hit) as well as a hardened tip (+1 damage).

Monday, January 12, 2026

Ambrose, Horsefolk Rebel

Name: Ambrose
Ancestry: Horsefolk / Class: Rogue / Level: 5 / Background: Rebel

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

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

Info 
AC: 14 (Leather)
Ini: +3
PB: +3
Perception: +5 / 15
HP: 38

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

Longbow: Attk: +6 / D: 1d8+3 / R: Far 

Handaxe: Attk: +5 / D: 1d6+2 / R: Thrown

Kick: Attk: +5 / D: 1d4+2 / R: Melee 

Gear: Pack, Canteen, Rations, Bedroll, Torches, Oil, Mess Kit, Trapper's Kit

Traits 
Horsefolk: Powerful Build. Kick (Natural Attack): 1d4 + Str. Longstrider.

Skills: Acrobatics: +6, Intimidate: +4, Investigate: +5, Perception: +5, Stealth: +9, Survival: +8 / Tool Kit (+3): Tool Kit, Trap Kit

Feats: Skulker

Expertise: Stealth, Survival / Sneak Attack: 3d6 / Cunning Action: Dash, Disengage, and Stealth

Rebel Talents: Fancy Footwork, Panache

Notes 

  • Ambrose is a Equis, or Horsefolk, rebel agent and archer often working with Captain Wilhelma Quintrell and her Quintrell Shockers against the oppressive baron who is running things in and around the Sunset Mines and the Owl Hoot Trail. The Shockers are famous for a sisterhood of women who are capable of conjuring lightning from their hands after exposure to the rare metals in the region.
  • Speaks Sylvan and 'Beast Speech' that allows Ambrose to act as a translator between the human members of the Shockers and the other native beastfolk who also oppose the Baron in the region. Makes it easier for Quintrell to get supplies.
  • Lost his fight during a raid, which is why Wilhelma has always honored Ambrose by letting him share her camp.

Friday, January 9, 2026

Lorian Theolis, Unseelie Agent


Name: Lorian Therolis
Ancestry: Elf / XP: 45 / Rank: Veteran

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

Skills: Drive: d6, Fighting: d8, Intimidate: d6, Know (Occult): d6, Notice: d6+2, Persuade: d8, Shooting: d8, Stealth: d6, Streetwise: d6

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

Shadowfrost Ninjato: Attk: d8+1 / D: d8+d6+1 / R: Melee / AP: 2 / Special: Cold (Casting Die: d6 / Power Points: 10 / Effect: +2/+4 Damage (Cold) / D: 5 Rounds)

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

'Bastard' Stubby Shotgun: Attk: d8 / D: 1-3d6 / R: 12/24/48 / Special: Scatter

Gear: Car, Cigarette Case, Sun Glasses, Spare Ammo

Traits 
Elf: Low Light Vision. Agile: Begin play with d6 Agility. Weakness: Vigor at Character Creation costs 2 points. Sharp Senses (Notice): +2 Notice rolls.

Edges: Attractive, Charismatic, Combat Reflex, Dodge

Hindrances: Habit (Drinking) Mi, Obligation (Mi), Overconfident

Notes 

  • Lorian Theolis is an Elven operative working on behalf of Matron Madrigal. Although he has a pale complexion and golden hair, Lorian's heart is tinged with the energies of the Unseelie Court that divides Dark City's Fey Uptown. He combines old and knew as he carries a Shadowfrost ninjato sword while also being known to pack a 'Sword' 9mm handgun and at times a 'Bastard Sword' or 'Bastard' stub shotgun.
  • Has been bid by his Matron to do whatever he can to help deal with the rival matron mothers who are contesting the rank of Matron Suspirium, or the highest ranking Mother of the Unseelie court, short only of the Queen of Air and Darkness herself. He is not necessarily the planner of these plots, instead he is the field operative who carries matters out.
  • His second in his small cadre of fey agents is Danise Shadowcrown, an abjurer whose glowing tattoos are strong with amethyst energies used to protect and cancel out magic when necessary.

Thursday, January 8, 2026

Radiant Golem

Name: Radiant Golem
Huge Construct, True Neutral w/ Neutral Good tendencies 

Armor Class: 20 (natural armor)
Hit Points: 315 (18d12 + 198)
Speed: 30 ft.

Attributes 
Str: 25 / +7
Dex: 9 / -1
Con: 24 / +7
Int: 8 / -1
Wis: 14 / +2
Cha: 10 / +0

Saving Throws: Con +14, Wis +9, Cha +7
Damage Resistances: Bludgeoning, Piercing, and Slashing from magical weapons
Damage Immunities: Poison; psychic; lightning
Condition Immunities: Charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: Darkvision 120 ft., passive Perception 12
Languages: Understands all languages; telepathy 120 ft.
CR 18 (20,000 XP) / Proficiency Bonus +6

Traits
Construct Nature

The radiant golem does not require air, food, drink, or sleep.

Radiant Regeneration

At the end of each of its turns, the radiant golem regains 10 (3d6) hit points if it has at least 1 hit point remaining.

This regeneration is suppressed until the end of its next turn if it takes cold damage.

Immutable Form

The radiant golem is immune to any spell or effect that would alter its form.

Magic Resilience

The radiant golem has advantage on saving throws against spells and other magical effects.

If the radiant golem succeeds on a saving throw against a spell, it takes no damage instead of half damage.

Fire Absorption

Whenever the radiant golem would take fire damage, it instead regains hit points equal to half the fire damage dealt.

Lightning Inertia

When the radiant golem takes lightning damage, it takes no damage and becomes Slowed until the end of its next turn.

Slowed: Speed halved; cannot take reactions; can take either an action or bonus action, not both.

Death Aura (Mythic Hazard)

The radiant golem constantly emits a lethal magical aura.
  • A creature that spends 1 continuous hour within 30 feet of the golem must succeed on a DC 18 Constitution saving throw at the end of that hour.
  • On a failure, the creature’s hit point maximum is reduced by 2d6.
  • This reduction cannot be restored by anything short of a wish.
  • If a creature’s hit point maximum is reduced to 0, it dies.
  • A creature that succeeds on the save is immune to this aura for 24 hours.

The radiant golem is completely unaware that this aura exists and cannot suppress it.

Actions
Slam

Melee Weapon Attack: +13 to hit, reach 10 ft., one target
Hit: 39 (6d10 + 7) bludgeoning damage

Behavior Traits (Roleplay)
Gentle Colossus

The radiant golem will never initiate combat unless escape is impossible. When attacked, it attempts to withdraw, telepathically pleading for peace.

Reluctant Defender

If reduced below half its hit points and unable to flee, the radiant golem fights defensively, focusing only on those actively attacking it.

Immortal Perspective

The golem does not understand mortality. It assumes all living beings are simply “short-lived” and views death as an unfortunate but natural occurrence.

Environmental Impact

If the radiant golem remains in one area for weeks or longer, plant life withers, animals flee or perish, and the land becomes sterile. Crops fail automatically.
 
Notes 
  • The Radiant Golem is a one of kind construct found in Wild Space on the decaying world of Svalinn. The swathe of destruction to plant and animal life is caused by the unintended actions of the Radiant Golem, who was an iron golem forged from parts iron and a mysterious ore found in the center of a meteor. The metal skin of the radiant golem combined with the spark of life that gives it sentience has created a 'Death Aura' that will kill plant and animal life after a period of exposure.
  • The Radiant Golem wanders the region, attempting to find friends among the mortals. While some adventuring groups have tried to adopt the golem, those that have remained long term companionship eventually succumb to the aura. The golem does not understand what is radiating from its body is what is killing its friends, leaving the radiant golem to bemoan that it has yet to maintain a friend that it is desperately searching for.
  • The radiant golem has become a project for the Tabor-Armatrak Gnome clan who are using Svalinn for a mining colony. The gnomes have so far been able to develop a series of encased suits that allow them to deal with the radiant golem's gentle nature combined with its unintended death aura. The suits either lessen or block the aura at the cost of being cumbersome and requiring air tanks. The clan continues to test and try to find a method of solving the issue as they recognize the friendly golem could be an asset to the clan.

Wednesday, January 7, 2026

Harald Icepeak, Bjorn Paladin

Name: Harald Icepeak
Ancestry: Bjornvolk (Bearfolk) / Class: Paladin / Background: Outlander / Level: 5

Attributes 
Str: 18 / +4
Dex: 13 / +1
Con: 15 / +2
Int: 13 / +1
Wis: 14 / +2
Cha: 16 / +3

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

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

Greatsword: Attk: +7 / D: 2d6+4 / R: Melee

Hatchet: Attk: +7 / D: 1d6+4 / R: Thrown

Javelin: Attk: +7 / D: 1d6+4 / R: Thrown

Claws: Attk: +7 / D: 1d4+4 / R: Melee / Special: Natural

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Holy Symbol, Libram, Inkpen, Ink, Emblem of Power (Regain 1 spell slot from Spells levels 1st - 3rd)

Traits 
Bjornvolk: Claws (Natural Attack): 1d4 + Str. Darkvision. Powerful Build. Environmental Adaption (Cold): Immune to most effects of natural cold, not magical cold.

Skills: Athletics: +6, Insight: +5, Intimidation: +5, Survival: +5 / Tool Kits (+3): Drum Set, Smith's Kit, Vehicles (L)

Feats: Beastfolk Whisperer

Divine Senses (3/Long Rest): Sense supernatural good and evil creatures and objects.

Lay on Hands (25 Points / R: Touch): Heal target touched in 5 point increments, or spend 5 points and remove a negative Effect.

Fighting Style (Defense): +1 AC / Multiattack: Attack twice per round

Divine Health: Immune to disease / Divine Smite: Deal 2d8 Radiant by spending a 1st level spell slot. Using higher spell slots adds +1d8 Radiant damage.

Channel Divinity (1/Short Rest): Inspiring Smite / Peerless Athlete.

Spellcasting 
Attk: +6 / Save: 14

1st: Slots: 4: Compelled Duel, Cure Wounds, Thunderous Smite + Guiding Bolt, Heroism

2nd: Slots: 2: Aid, Vengeful Smite + Enhance Ability, Magic Weapon

Notes 
  • Harald Icepeak is a Bjornvolk (Bearfolk) Paladin who is dedicated to the The Holy Light, typically depicted in the far north by the symbol of the polar north star, rather than the usual symbols such as the Sun. Like any traditional Paladin, Harald is dedicated to the principals of honor and goodness.
  • Lives in the far northern reaches of the land of Norworld, far beyond the human cities of the south. His region is the land of the Bjornvolk and certain clans of northern dwarves, especially ice dwarves.
  • Magic item of choice - Emblem of the North Star. This magical item doubles as his holy symbol and allows once daily to draw from its power to fuel a spell or a Divine Smite.

Tuesday, January 6, 2026

Gaspar Alekou, Gnome Summoner

 

Name: Gaspar Alekou
Ancestry: Gnome / Class: Summoner / Level: 8

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

Saves
Str: +10
Dex: +11
Con: +17
Int: +19
Wis: +11
Cha: +10

Info 
AC: 12 (Robes of Protection)
Ini: +1
BtH: +4
HP:  33

Spell Storing Staff of Luck, +1: Attk: +5 / D: 1d6+1 / R: Melee / Special: Reach / Special: Spell Storing, of Luck

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

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

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Spellbook, Inkpen, Ink, Sending Stones, Robes of Protection, Journal, Magic Quill of Dictation, 

Traits 
Gnome: Infravision. Combat Expertise (Goblins, Kobolds): +1 to-hit. Enhanced Hearing: +3 Listen checks (+4). Innate Spellcasting (1/day): Dancing Lights, Ghost Sound, Prestidigitation, Speak with Animal

Companion (Young Cockatrice)

Spellcasting 
Touch Attk: +7 / Save DC: 26

0 - Slots: 5: Alarm Clock, Dancing Lights, Detect Magic, Message, Ray of Frost

1st - Slots: 4+1: Mage Armor, Magic Weapon, Protection from Alignment, Sleep, Spider Climb

2nd - Slots: 3+1: Flaming Sphere, Heroism, Knock, Mirror Image, 

3rd - Slots: 3+1: Dispel Magic, Lightning Bolt, Hold Person, Summon Lesser Monster

4th - Slots: 2: Charm Monster, Stoneskin

Notes 

  • Gaspar is a gnome summoner who trades the versatility of traditional wizards to summon magical creatures from Astral plane. He is also a traveling writer for The Sailing Jupiter. The broadsheet that is famous because the owner of the paper tends to stay on his pleasure yacht in-and-around Gaela, so the paper is associated with class, even though the writers are paid pennies thus why they are in adventuring parties instead of at gala parties.
  • Gaspar's trusted companion is Perchek, an advanced cockatrice with a number of evolutionary points spent on him when he is drawn from the astral plane to serve Gaspar. In addition to the terrifying screech it makes, its beak bite can poison and petrify targets.
  • Is trying to get an interview with Queen Calypso who was chased out of the Rose Keep by a dragon warlord and fled to the Gaela region with her lover and bodyguard, Sir Jacob. Gaspar has tasked to get Calypso's side of the story by trying to find her villa in the olive fields and hills around Gaela.

Monday, January 5, 2026

Galba Pennyweight

Name: Galba Pennyweight
Ancestry: Goblin / XP: 50 / Rank: Veteran

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

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

Info: Pace: 6 / Parry: 6 / Toughness: 7 (Mail) / Charisma: -2

Ironstar Snub Carbine: Attk: d8+1 / D: 2d8 / R: 15/30/60 / AP: 2 / RoF: 1

Horde Ravager Pistol: Attk: d8 / D: 2d6 / R: 12/24/48 / AP: 1 / RoF: 1

Knife: Attk: d8 / D: d4+d6 / R: 3/6/12

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

Traits 
Goblin: Cunning: Begin play with d6 Smarts. Tinker-Minded: Begin play with d6 Repair. Small: -1 Toughness. Time is Money: -2 Charisma except when haggling; +2 Persuade and Streetwise when it deals with haggling and business. The Goblin Way: Begin play with Greedy (Mi) hindrance.

Edge: Beast Bond, Beastmaster, Combat Reflexes, Dodge, Extraction, Quick Draw, Steady Hands

Hindrances: Greedy (Mi), Loyal, One-Eye, Small, Vengeful (Mi)

Notes 
  • Galba Pennyweight is a member of the Pennyweight Clan. He is the fifth son of Octavian and Drusilla Pennyweight, just below Augustulus 'Little Auggie' Pennyweight and older than his partner, Vespasian Pennyweight, by only a few minutes. There is a reason why Galba is a bounty hunter for the Undermine Trade-of-Blades rather than sitting in the boardroom of Pennyweight Clan.
  • Is a Beast Master Hunter. In addition to his common partnership with his twin brother, Vespasian Pennyweight, he is supported by his trained green back scorpid, Kadril. He has developed Kadril's venom glands in order to deliver an toxic injection to a target.
  • Rival on the gnomish side of the factional divide is Gaffaden 'Gaff' Truespark, the bounty hunter out of Gnomeregan and later working under Lady Blackwood out of the Deepsea Divers Flotilla located off the Baradin chain. Both share a mutual dislike for Staniwick for various reasons. Gaff dislikes Staniwick for past crimes that the warlock managed to slide out from under; Galba dislikes Stan for being married to his sister, Minerva.

Friday, January 2, 2026

Scout Unit Theta - Codename: TV - Company Scouting Droid

 

Name: 'TV' (Scout Unit Theta)
Ancestry: Droid / Class: Commando / Level: 5 / Background: Soldier

Attributes 
Str: 14 / +2
Dex: 15 / +2
Con: 18 / +4
Int: 16 / +3
Wis: 14 / +2
Cha: 13 / +1

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

Info 
AC: 18 (Natural)
Ini: +2
PB: +3
Perception: +5 / 15
HP: 54

Pulse Rifle: Attk: +5 / D: 2d8+2 / R: Far / R: Burst Fire (Dex 13) - Negates
Grenade Launcher (Attached): Attk: +5 / D: 3d6 / R: Near / Speical: Dex Save (13) - 1/2 damage

Slug Pistol: Attk: +5 / D: 2d6+2 / R: Near

Monosword: Attk: +5 / D: 1d8+2 / R: Melee / Special: Concealed

Traits 
Construct: Construct Resiliency. Integrated Protection: 13 + Dex + PB. Sentry's Rest. Skill Training: Survival.

Skills:  Athletics: +5, Insight: +5, Intimidate: +5, Perception: +5, Survival: +5 / Tool Kits (+3): Vehicles (A, L)

Feats: Gunner

Fighting Style (Defense) / Second Wind (1/Short Rest) / Action Surge (1/Short Rest)

Tactical Aid (2/Long Rest) 

Notes 

  • TV Trooper, or TV, is technically known as Scout Unit Theta. Going by masculine pronouns, he is a recon construct for the Anodyne Reclamation Project (ARP). It is one of several self-aware construct units that are deployed in what was formerly known as the Permian Basin Exclusion Zone to conduct field recon in and around the Permian Basin Superorganism with minimum risk to human life. It's mission is to conduct scouting missions into old the breaches within the organism for bio-matter export to off world colonies.
  • Common threats within and without the area include dealing with scrap raiders who have remained on the planet and especially the Tex-Arkana wasteland, as well as the internal parasitic fauna that is native within the organism. One of the reasons that Anodyne has restarted their bio-matter export is that construct units such as TV can be deployed without risk to living personnel. TV technically has a contract that, if he survives, will allow him to return and his consciousness uploaded to somewhere more pleasant than moving through the viscera of a still sleeping colossus.
  • TV's other companions include other constructs operating on the project as well as Duvalier, a former smuggler and convict turned Supervisor for the project. Like TV, Duvalier has a contract that will allow her to return with all past crimes pardoned in exchange for service. Duvalier is TV's boss, but he looks at her as his friend.

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 /...