Tuesday, March 31, 2026

Yashi 'the Lesser' Letterkyne

Yashi “The Lesser” Letterkyne

Dohwar Merchant-Mage

NO. ENCOUNTERED: 1
SIZE: Small
HD: 4d8+4 (22 hp)
MOVE: 20 ft., Swim 40 ft.
AC: 16
ATTACKS: Dagger +4 (1d4); Derringer +5 (1d8+1); Umbrella Knife +4 (1d4)
SPECIAL: Belly Slide, Cold Adaptation, Merchant’s Eye, Silent Speech, Mind Reading, Minor Alchemy, Transmuter’s Stone, Minor Arcana
SAVES: M
INT: High
ALIGNMENT: Chaotic Neutral
TYPE: Humanoid (Dohwar)
TREASURE: 4
XP: 300 + 4/hp

Belly Slide

On ice, packed snow, or similarly slick surfaces, Yashi may move at his normal land movement while prone and does not suffer the usual penalties for crawling or slipping.

Cold Adaptation

Yashi is immune to the harmful effects of ordinary environmental cold and exposure.

Magical or supernatural cold affects him normally.

Merchant’s Eye

Yashi gains a +6 bonus on checks involving appraisal, gems, trade goods, cargo, currency, pricing, commercial value, and detecting fraud or misrepresentation in a transaction.

Silent Speech

Yashi may establish telepathic communication with one willing creature within 60 feet.

This communication does not allow him to read thoughts unless he uses Mind Reading.

Mind Reading

Three times per day, Yashi may read the surface thoughts of one creature within 60 feet, functioning similarly to ESP.

Surface thoughts and immediate impressions may be perceived normally. If Yashi attempts to probe deeper thoughts or concealed intentions, the target may make a Wisdom save, CL 4, to resist.

Minor Alchemy

By spending several minutes handling an unattended mundane object, Yashi may temporarily alter one common material into another broadly similar mundane material.

The transformation lasts 4 turns.

Minor Alchemy cannot create precious metals, gems, magical substances, living matter, or permanent wealth.

Transmuter’s Stone

Yashi carries a prepared magical stone. Once per day, he may attune the stone to provide one of the following benefits until the next day:

  • +1 on saving throws against poison
  • +1 on saving throws against spells
  • +10 ft. movement while unencumbered
  • Darkvision 60 ft.

Only one benefit may function at a time.

Minor Arcana

Yashi employs minor spell-like magic as a 4th-level caster.

At Will:
Light, Message

2/day each:
Comprehend Languages, Floating Disk, Magic Missile

1/day each:
Color Spray, Knock, Invisibility, Haste

Dagger

Attack: +4
Damage: 1d4
Range: Melee or thrown

Derringer

Attack: +5
Damage: 1d8+1
Range: Near
Special: Concealed

The derringer is small enough to be hidden easily beneath Yashi’s clothing or among his merchant gear. Yashi gains +4 on checks made to conceal the weapon.

Umbrella Knife

Attack: +4
Damage: 1d4
Range: Melee
Special: Concealed

A short blade is hidden within Yashi’s umbrella. Casual inspection does not normally reveal it; deliberate examination permits an appropriate Wisdom check.

Magic Items

Ring of Protection +1: Its bonus is already included in Yashi’s Armor Class.

Pearl of Power — 1st Level: Once per day, Yashi may restore one expended use of Magic Missile, Comprehend Languages, or Floating Disk.

Equipment

Yashi carries a pack, canteen, rations, bedroll, lantern, oil, mess kit, powder flask, ammunition pouch, calligraphy supplies, jeweler’s tools, ledgers, trade records, and assorted merchant correspondence.

Notes 

  • Yashi 'The Lesser' Lettkyne is Koba Letterkyne's young brother and named after the Letterkyne Clan's first founder, Yashi Letterkyne, nowadays known by his descendants and fellow Dohwar as Yashi 'The Elder' Letterkyne or 'Yashi the Elder.' Like his grandfather, Yashi is a Dohwar magic-user within the family.
  • Is Koba's business partner, with the two traveling in tandem, as is common with Dohwar, in order to fast talk and scheme to sell their merchandise across Wildspace. In addition to Koba's brawn, the brothers often travel with a couple of mercenaries, giff being a popular choice when available.
  • Is a maternal twin to Koba, not an identical twin, which is why Yashi sports a pair of bright gold eyebrows while his brother is completely bare.

Monday, March 30, 2026

Koba 'Big K' Letterkyne

Koba Letterkyne

Dohwar Protector / Merchant Bodyguard

NO. ENCOUNTERED: 1
SIZE: Small
HD: 5d10+10 (37 hp)
MOVE: 20 ft., Swim 40 ft.
AC: 16
ATTACKS: +1 Brass Knuckles +7 (1d6+4); Silver Dagger +6 (1d4+2); Snaphance Pistol +6 (1d8+1)
SPECIAL: Belly Slide, Cold Adaptation, Merchant’s Eye, Silent Speech, Mind Reading, Protector, Close-Quarters Brawler, Enforcer
SAVES: P, M
INT: Average
ALIGNMENT: Chaotic Neutral
TYPE: Humanoid (Dohwar)
TREASURE: 5
XP: 300 + 5/hp

Belly Slide

On ice, packed snow, or similarly slick surfaces, Koba may move at his normal land speed while prone and does not suffer the normal penalties for crawling or slipping.

Cold Adaptation

Koba is immune to the harmful effects of ordinary environmental cold and exposure.

Magical or supernatural cold affects him normally.

Merchant’s Eye

Koba gains a +4 bonus on checks involving appraisal, valuables, gems, trade goods, suspicious transactions, concealed contraband, and recognizing fraudulent or questionable deals.

Silent Speech

Koba may establish telepathic communication with one willing creature within 60 feet.

This does not permit him to read thoughts unless he uses Mind Reading.

Mind Reading

Three times per day, Koba may read the surface thoughts of one creature within 60 feet, functioning similarly to ESP.

Surface thoughts may be perceived normally. Attempts to probe deeper thoughts or concealed intentions allow the target a Wisdom save, CL 5, to resist.

Protector

Once per round, when an ally adjacent to Koba is targeted by a melee attack, Koba may interfere by crowding the attacker, deflecting the strike, or physically interposing himself.

The attacker suffers –2 on the attack roll.

If the attack still succeeds, it strikes the original target normally.

Close-Quarters Brawler

Koba suffers no penalties for fighting in cramped quarters, narrow corridors, crowded rooms, shipboard passages, or similarly restricted spaces.

He also gains +2 on Strength or Dexterity checks involving grappling, wrestling, shoving, breaking holds, or resisting forced movement.

Enforcer

Koba gains a +4 bonus on checks involving intimidation, recognizing hostile intent, questioning suspicious individuals, discouraging trouble, and maintaining order around those under his protection.

+1 Brass Knuckles of Fire Resistance

Attack: +7
Damage: 1d6+4
Range: Melee

These enchanted brass knuckles grant +1 to attack and damage and protect their wearer from heat and flame.

Koba takes half damage from ordinary fire and gains +2 on saving throws against magical fire.

Silver Dagger

Attack: +6
Damage: 1d4+2
Range: Melee or thrown
Special: Silvered

Snaphance Pistol

Attack: +6
Damage: 1d8+1
Range: Near

Magic Items

Ring of Protection +1: Its bonus is already included in Koba’s Armor Class.

+1 Brass Knuckles of Fire Resistance: Included above.

Equipment

Koba carries a pack, canteen, rations, trading scrolls, merchant scales, jeweler’s loupe, ammunition pouch, powder flask, concealed case, scroll case, trade papers, inkpen, and ink.

Notes 

  • Koba 'Big K' Letterkyne is the eldest of the Letterkyne Brother's Trading Company along with his merchant-mage brother, Yashi 'Yashi the Lesser' Letterkyne. The two inherited the company from their father, Skokie Letterkyne, and are considered 'twins' as they were born from the same clutch of eggs that Skokie had with his then wife.
  • Is the larger of the of the two, hence the nickname 'Big K.' Granted, in the grand of scheme of things, his thick Dohwar frame would be about the size of a 'charge' child, but he certainly has the brawn amongst his fellow Dohwar along with other small races- also his brass knuckles are magical and give him Fire Resistance.
  • Is a rival to special interest groups, such as the Wildspace Merchant's Cooperative (WMC), The Smiths' Coster, and lastly a fellow Dohwar, Trade Prince Ezer and his 'Goods by Ezer' (GbE) Corporation. The two hope to take on Wildspace the best that Dohwar know how.

Friday, March 27, 2026

Roose Leiter, Vagabond Adventurer

 

Name: Roose Leiter
Heritage: Human / Class: Scoundrel / Level: 4

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


Info
AC (Undercover Vest): 13
Save: 15
BtH: +0
HP: 6

Las Pistol: Attk: +1 / D: 1d6+2 / R: Near / RoF: 2

Slug Rifle: Attk: +1 / D: 1d6+1 / R: Far

Knife: Attk: +0 / D: 1d6-1 / R: Thrown

Gear: Survival Kit, Commlin, Glow Rod, Binoculars, ATV Keys, Rations, Sleep Mask 

Traits 
Human: Extra Effort (1/day)

I Shot First (5-in-6): Gain a free shot before initiative is rolled.

I Call It Luck (1/day) / Sneak Attack: +1d6

Saving Throws (+1): Explosions, Traps, and Charm

Notes
  • Roose Leiter is a human vagabond, charismatic talker, and latent psychic from Smoky Township. Out of the three working together, Roose is the least qualified to do much more than talk and sometimes use his psychic powers.
  • Has struck up a partnership alongside Tanner with the mysterious Columbia Valentin, who claims she is a Mecha pilot whose suit along with other pieces of valuable technology is stored in an underground vault under an occupied warehouse. She needs help to get the suit out, and she is hoping she can trust a vagabond and a Dog Boy to get the job done. 
  • Has a contact with a traveling Leyline Walker by the name of Cheryl Marquise, who is part of the traveling Leyline Band that has a stopover in Smoky for supplies. Theirs was a relationship with only a few sparks of life remaining.

Thursday, March 26, 2026

Tanner, Dog Boy Soldier

 

Name: Tanner-421 (Tanner)
Ancestry: Dog Boy / Class: Brute / Level: 4

Attributes
Str: 16 / +1
Dex: 14 /
Con: 18 / +2
Int: 10 / +0
Wis: 15 / +1
Cha: 11 / +0

Info
AC (Medium Combat Armor): 14
Save: 10 BtH: +2 HP: 27

Las Rifle: Attk: +2 / D: 2d6 / R: Far / RoF: 2

Las Pistol: Attk: +2 / D: 1d6+2 / R: Near / RoF: 2

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

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

Gear: Survival Kit, Commlink, Datapad, Spare Ammunition

Traits Dogboy: Keen Sense. Sense Supernatural (17), Bite (Natural Attack)

Combatant (4): When fighting 1 HD targets, a Dog Boy can make a number of attacks equal to level.

Saves: +2 Save vs. Poison & Death

Notes 
  • Tanner is a Dog Boy soldier, originally cloned out of Lone Star Development Labs in Texas before defecting from his pack and becoming a 'feral' Dogboy, living on his own, making his way east before settling down in the town of Smoky.
  • Has become friends with telepath and negotiator, Roose Leiter, between the two they own their own APC as they go around doing odd jobs to support their mobile home and keep them in food, drink, and working equipment.
  • Has recently taken a job working with mech pilot Columbia Valentin to recover her Glitter Boy mech that is hidden underneath a seemingly abandoned warehouse. 

Wednesday, March 25, 2026

Columbia Valentin, Glitterboy Pilot

Name: Columbia Valentin
Heritage: Human / Class: Mecha Jockey / Level: 4


Attributes
Str: 15 / +1
Dex: 16 / +1
Con: 15 / +1
Int: 12 /
Wis: 13 /
Cha: 10 /


Info
AC (Light Armor): 13 Save: 15 BtH: +0 HP: 6


Las Pistol: Attk: +1 / D: 1d6+2 / R: Near / RoF: 2


Vibrodagger: Attk: +1 / D: 1d6+1 / R: Melee


Compact Las Pistol: Attk: +1 / D: 1d6-1 / R: Close


Slug Rifle: Attk: +1 / D: 1d6+1 / R: Far / RoF: 1


Gear: Survival Pack, Tool Kit, Glow Rod, Datapad, Commlink


Traits Human: Extra Effort (1/day)


Ace Jockey: +1 AC / Stick Jockey (Initiative): +2 when piloting a Mecha


Saving Throws: +2 Save vs. Explosions & Environmental Hazards


USA-G10 Glitter Boy
Standard Mecha
AC 10 / HP 50 / Move 20 / Reduction 8
Explosive Damage 5d6
Targeting: Advanced Targeting, Long Range Scanners
Weapons: Boom Gun 6d6, Slam 2d6
Mods: Basic Cockpit, Heavy Hull Plating, Recoil Stabilizers

Notes 

  •  Columbia is a female Glitter Boy who is the descendant of one of the families who maintained this valuable piece of equipment, handed from her father and her grandfather. Having used the suit to defend her hometown and the immediate vicinity before the true weight of the RIFTS altered the land and forced many of the local citizens around Spartan to evacuate.
  • The Valentin family are holdouts who have kept 'ARGENT' the code name of the suit in an old 'Morrow Project' holdout bunker. A failed project by the pre-fall government to create shelters and specialized teams to reawaken in a post-fall America to rebuild. While the project fell through before the Fall and the opening of the RIFTS, some of the bunkers survived. Unfortunately for Columbia, while she was out, the upper warehouse she was living in has become a base for Techno Bandits.
  • Has teamed up with a promise of sharing the secrets of her bunker with a 'feral' dog boy named Tanner, and Tanner's friend and associate, a partial psychic vagabond by the name of Roose Leiter. 

Tuesday, March 24, 2026

Kek Riverkin, Grippli Cleric of Sobek

Name: Kek Riverkin
Ancestry: Grippli / Class: Cleric / Level: 6

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

Saves 
Death: 9
Wands: 10
Petrify: 12
Breath: 14
Spells: 12

Info 
AC (Leather + Shield): 16
BtH: +3
HP: 32

Sickle +1: Attk: +3 / D: 1d4+1 / R: Melee

Dagger: Attk: +3 / D: 1d4 / R: Thrown (+4)

Darts: Attk: +5 / D: 1d3 / R: Thrown

Gear: Pack, Waterskin, Rations, Holy Symbol (Gold), Scroll Case, Inkpen, Ink, Pearl of Power, Staff of Healing, Potion of Healing

Traits 
Grippli: Small Size. Amphibious. Tongue. Climbing (d6): 2-in-6. Marsh Strider. Sharp Senses: -1 Surprise. Powerful Leap.

Turn Undead (6th Level) 

Spellcasting 
1st - Slots: 2: Cure Light Wounds, Purify Food & Water

2nd - Slots: 2: Hold Person, Resist Fire

3rd - Slots: 1: Growth of Animal

4th - Slots: 1: Neutralize Poison

Notes 

  •  Kek is a Grippli, or Frogfolk, Cleric of Sobek, the Crocodile Lord, as sometimes known as 'He Who Lurks' for Sobek's ability to be the patient hunting, hiding the bulk of his strength below the surface of the River of Light that makes up the spiritual domain of Hamunaptra.
  • Has agreed to accompany either local adventurers, or adventurers from the north, beyond the shores Uatch-Ur Sea (North Sea) or locals to try and find the lost city of Pazar, west of the river community located near Arvana to explore the tomb of Amun-Re. His price is a small stipend for his own person, as well as a portion of treasure to be donated to the Sacred Temple of Sobek (Blue-Gold Palace). It costs a fair amount to feed those crocodiles something nutritious and not malnourished and diseased prisoners.
  • Carries a Staff of Healing with an homage to Hathor the life goddess despite typically pay homage to the Crocodile Lord.

Monday, March 23, 2026

Dora Brightbeaker

 

Name: Dora Brightbeaker
Ancestry: Gnome / Class: Alchemist / Level: 5

Attributes 
Str: 10 / +0
Dex: 15 / +1
Con: 18 / +3
Int: 14 / +1
Wis: 18 / +3
Cha: 15 / +1

Saves 
Str: +6
Dex: +7
Con: +15
Int: +7
Wis: +15
Cha: +8

Info 
AC (Leather + Ring of Protection): 14
BtH: +2
HP: 37

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

Alchemist Fire: Attk: +3 / D: 2d6/1d6 / R: Thrown / Special: Splash (1d3)

Hand Crossbow +1: +3 / D: 1d4+1 / R: Near

Gear: Pack, Portable Alchemy Kit, Healer's Kit, Lantern, Oil, Alchemy Jug, Potion of Healing (x2), Potion of Growth, Potion of Undead Control, Potion of Fire Resistance

Traits 
Gnome: Infravision. Animal Empathy (Burrowing), Combat Expertise (+1): bonus vs. Goblins & Kobolds. Enhanced Hearing: +3 Listen checks. Spells (1/day): Dancing Lights, Ghost Sounds, Prestidigation

Identify Potions/Oils/Poisons: 99% / Mixology: 50%

Acids: Flesh Eating, Metal Eating, Stone Eating

Poisons: Ingested, Wounding

Medicines: Balms, Ipecac, Poultice

Potioncraft: Can begin brewing magical potions with access to material and laboratory. 

Notes 

  • Dora Brightbeaker is a gnome alchemist and a citizen of the flying city of Serraine. She is a polite rival, friend, and former roommate to Marie Glassmaker before getting her own place in-and-around the Artisan District of the city. In addition to brewing protective and physical altering substances, Dora is a trained healer with both mundane and magical options.
  • Spent a brief period adventuring with a Soderfjord adventurer and soldier by the name of Vronsky and his band 'Vronsky Victor's' until that last adventure down in the Grand Duchy of Karameikos and that romantic affair Vronsky had with a local noblewoman led to the Victors almost being hanged. Dora then decided to part ways, at least being led by arrogant, cocksure humans.
  • Carries an alchemy jug that has several various liquids on hand that can be used in per day. Such as olive oil, water, a thimble full of North Emirates Cobra venom, Hollandaise sauce, and lastly firewater that allows Dora to transmogrify into various magical powers without dipping into her mana.

Monday, March 16, 2026

Closed for Spring Break! (3/16 - 3/20)

 

Dear Readers,

It's Spring Break in my neck of woods and I decided to use this time to recharge. So, besides this post, I've no plans to put anything up for this coming week and look forward to get back to regular posting on 3/23. Have a great Spring Break for anyone who gets a chance to enjoy it!

Friday, March 13, 2026

Bonniebel, The Maiden

 

Name: Bonniebel Leyton
Ancestry: Human / Class: Aristocrat / Level: 8

Attributes 
Str: 11 / +0
Dex: 15 / +1
Con: 13 / +1
Int: 15 / +1
Wis: 16 / +2
Cha: 18 / +3

Saves 
Str: +9
Dex: +10
Con: +10
Int: +16
Wis: +17
Cha: +18

Info 
AC (Dress + Ring of Protection): 13
Ini: +1
BtH: +3
HP: 51

Poignard +1: Attk: +4 / D: 1d4+1 / R: Thrown (+5)

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

Crossbow +1 of Endless Bolts: Attk: +5 / D: 1d8+1 / R: Far

Gear: Hip Quiver, Rations, Candle, Wineskin, Waterskin, Slippers, Bag of Holding, Potion of Cure Wounds, Potion of Extra Healing (x2), Periapt Proof Against Poison, Stone of Good Luck

Traits 
Human: Gifted: Has 3 Prime Attributes. Extra Effort (1/day): Once per day, roll a d20 of choice with the Advantage.

Encouragement (3/day) +1 to-hit; +1 Save vs. Int, Wis, and Cha effects.

Bolster (1/day): +2 Saving Throws (Universal) for 8 rounds.

Charisma Actions (+17 vs. Enemy Cha Save): Intimidating Presence, Awe, Enrage

  • Bonniebel 'Bonnie' Leyton is a passionate captive of her own castle which she is the heiress of at Bellesea Watch, having learned that her intended, Sir Dominic Heathcliff, has contracted vampirism while adventuring in the greater world and is now trying to gently tempt her to submitting and offering her neck for him to bite and turn her into his mistress of the night.
  • At the same time, she has learned that Dominic's rival adventurer, the dashing Julian Connelly, and his adventuring party have arrived at Bellesea, following the rumors that Dominic has cursed the castle and also filled its vaults with treasures that Dominic has taken from the east. Bonniebel has crossed paths with Julian for a number of times as he and the others search the castle, fighting monstrosities that have followed Dominic. Bonniebel hopes that her beauty and the fact the monsters rarely turn to attack her does not make the handsome Julian suspicious.
  • Is torn between a desire to be faithful to her intended, even if he is an undead monster that plans to change her, or truly aid this dashing adventurer turned reluctant monster hunting by aiding him and his companions to finding Dominic's true coffin. 

Thursday, March 12, 2026

Alan Woolfson, Human Psychic Agent

Name: Alan Woolfson / Cover Name: Solon
Ancestry: Human / Conspiracy: MiB / Level: 5

Attributes 
Str: 15 
Dex: 16 
Con: 15 
Int: 18 
Wis: 18
Cha: 17 

Info 
Ini: 16
Mundane Damage: d6
Magical Damage: d6
Hallows: d4 (ID Card) / Thaum Limit (3)
Hubris: d12
Armor (Vest): AP: 2 / UD: d6
HP: 26

Gladius Compact Handgun: Attk: 17 / D: d6-1 / R: Near / Special: Concealed

Knife: Attk: 16 / D: d6-1 / R: Thrown / Special: Concealed

Sword 9mm Service Weapon: Attk: 16 / D: d6 / R: Near

Gear (Wealth: d8): Camera, Phone, Car, Badge, Identification Card, Surveillance Kit, Bottle Marked 'Serum'

Traits 

Virtues: Arcane Advancement, Cosmic Awareness, Iron Will, Magical Focus (Duration), Sanctum, Self-Preservation, Subtle Caster

Spellcasting Die: Abjuration: d6 / Charm: d8 / Divination: d10

Notes 

  • Woolfson is a senior, but mid-tier member of the the Men in Black (MiB) section of control that operates in LA in the early 2000's at a time when the Camarilla is attempting to claim a stake in what was viewed as the Anarch Free State. Preternatural phenomena such as Vampires are being closed monitored by MiB.
  • Him along with a research team have managed to possess what is known as the Ankaran Sarcophagus. Research via 'Advanced' means has revealed the explosive ordinance hidden within. For now, the Conspiracy has an interest in keeping an eye to see who comes and picks it up.
  • Has a little trouble with Hubris due to his years in service that makes it difficult to deal with mundane humans. He likes to use immediate Charm via his badge hallow to interact with mortals with as little trouble as possible.

Wednesday, March 11, 2026

Corben, The Biker

 

Name: Corben
Ancestry: Revenant (Human) / XP: 25 / Rank: Seasoned

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

Skills: Driving: d10, Fighting: d8, Intimidation: d6, Lockpicking: d4, Notice: d6, Repair: d6, Spellcasting: d6, Stealth: d6

Pace: 6 / Parry: 6 / Toughness: 8 (1 - Leather Jacket) 

Hell Dusters (Brass Knuckles): Attk: d8+1 / D: d4+d8+3 / R: Melee / Special: Hellfire (Cast Die: d8 / 10 Power Points / Smite (Fire))

Switchblade: Attk: d8 / D: d8+d4 / R: 3/6/12 / Special: Concealed

Chain: Attk: d8 / D: d6+d8 / R: Melee / Reach: 1

Gear: Chain, Motorcycle, Leather Jacket, Locket

Traits 
Revenant: Undead: +2 to their basic Toughness. +2 Recovery. Undead don’t suffer additional damage from called shots. Undead Wild Cards never suffer from Wound Modifiers. Undead do not suffer from disease or poison. Weak Point (Heart): Takes +4 damage from a specific shot to the heart.

Hindrances: Loyal, Quirk, Vengeful (Maj)

Edges: Arcane Background (Ritual Magic), Frenzy

Spellcasting 
Casting Die: D6 / Power Points: 5

Deflection, Fear, Smite 

Notes 

  • Corben is a former human rocker turned bike riding revenant who has been sentenced to hell for being just a little too sinful, even if the only embrace that has ever touched him has been an angel's love, the only place fit for him is in the burned out towers and the lakes of hell! Turns out there is also a broke highway for him to ride around, with many a rough bar for him to play, and the only thing to lament is that while surrounded by sinful succubi, the only love he wants is denied to him.
  • His true love is Beatrice, a golden girl who feels she has the will needed to fix a bad boy like Corben, but after that fateful motorcycle crashed, she was given a gold halo, he was given iron chains separating them.
  • Occasionally escapes his hellfire prison and crosses planes to rescue his beloved in order to spend but an hour in her embrace before he is usually taken back to hell below. 

Tuesday, March 10, 2026

Heart Collector

Heart Collector

Medium fiend; chaotic

Armor Class: 15
Hit Dice: 6 (27 hp)
Attacks: 2 claws (1d6 each) or special
THAC0: +6
Movement: 90’ (30’)
Saving Throws: D10 W11 P12 B13 S14
Morale: 9
Alignment: Chaotic
XP: 500
Number Appearing: 1 (1d3)
Treasure Type: G

Darkvision: 60’.

Languages: Common, Infernal, and telepathy to 60’.

Shapechanger

A Heart Collector may assume the appearance of any attractive human or demi-human of roughly its own size.

The transformation is physical and may be maintained indefinitely. Clothing and equipment are not transformed.

Its true form is subtly unnatural: pallid flesh, blackened veins around the chest and hands, elongated fingers, and eyes resembling dark empty sockets when feeding.

Beguiling Presence

Heart Collectors possess supernatural beauty and magnetism.

When first speaking privately or intimately with a humanoid creature, the Collector may attempt to charm the victim.

The target must save versus Spells or regard the Heart Collector as a trusted and desirable companion.

The charm lasts for 1 day, though openly hostile actions by the Collector grant the victim an immediate new saving throw.

A creature that successfully saves against a particular Heart Collector cannot be affected by its Beguiling Presence again for 24 hours.

Silver Tongue

Heart Collectors receive a +2 bonus to reaction rolls involving humanoids when attempting to appear friendly, romantic, sympathetic, or trustworthy.

This bonus does not apply once their true nature is known.

Fiendish Resilience

Heart Collectors are immune to mundane poison and disease and cannot be affected by magical sleep.

They suffer only half damage from mundane weapons.

Magic weapons and weapons forged from cold iron inflict normal damage.

They also suffer only half damage from mundane fire, cold, and electricity.

Mesmerising Gaze

Three times per day, a Heart Collector may focus its attention upon one humanoid within 30’.

The victim must save versus Spells or become transfixed for 1d4 rounds.

A transfixed creature may neither attack the Heart Collector nor voluntarily move away from it, though being attacked immediately ends the effect.

Lover’s Embrace

A Heart Collector may attempt to embrace a willing, charmed, mesmerised, or otherwise helpless humanoid.

No attack roll is required against a willing or charmed victim.

Against an unwilling creature in melee, the Collector must make a normal attack roll. On a hit, the victim is seized.

A seized victim may save versus Paralysis each round to break free.

While held, the Collector may use Heart Drain.

Heart Drain

Instead of making its normal attacks, the Heart Collector draws the victim’s emotional and vital essence through intimate contact.

The victim suffers 2d6 damage, and the Heart Collector regains an equal number of lost hit points.

The victim's maximum hit points are reduced by the amount drained.

This reduction lasts until the victim receives one full night's uninterrupted rest away from the Heart Collector. Magical healing restores current hit points but does not restore the reduced maximum.

A victim reduced to 0 maximum hit points is not killed. Instead, they become Hollowed.

Hollowed

A Hollowed victim collapses unconscious for 1d6 turns.

Upon awakening, the victim is listless, emotionally numb, and remains supernaturally devoted to the Heart Collector for 24 hours.

During this time, the victim suffers –2 to saving throws against the Heart Collector's magic.

At the end of 24 hours, the victim's normal emotions return, though memories of the Collector and the draining remain.

A remove curse or similarly powerful magic ends the condition immediately.

Combat

Heart Collectors avoid fair fights.

They prefer to infiltrate settlements under attractive disguises, isolate victims, charm them, and feed somewhere private. When exposed, they use mesmerism and enthralled victims to impede attackers while attempting to escape.

If cornered, the Collector reveals its true form and attacks savagely with elongated claws.

Notes 

  • A Heart Collector is a fiend who likes to drain the passions out of his victims, typically appears as an attractive (sometimes attractive in an alternative, edgy sort of way) male that targets and draws its victims close in order to drain their passionate essence, typically via a kiss or at least drawing his mouth close enough to his victim's to drink their energy leaving them marked and languid.
  • Like any fiend, Heart Collectors are sensitive to the effects of cold iron and magic. Either variant will cause wounds to the Heart Collector causing him to lash out and temporarily infuse one of his victims with enough passion to make them suddenly become aggressive fanatics to defend the Heart Collector.
  • Best fiend hunters to go up against a Heart Collectors? Tough orcs who are in no way attracted to pale, typically human looking disguises. 

Monday, March 9, 2026

Wildfire, Ghost 'Pony'

Wildfire

NO. ENCOUNTERED: 1
SIZE: Large
HD: 7d10+14 (52 hp)
MOVE: 60 ft.
AC: 17
ATTACKS: Hooves +7 (1d8+4 plus 1d6 cold)
SPECIAL: Undead, Darkvision 60 ft., Incorporeal, Ghostly Aura, Ethereal Gallop, Charge, Trample, Spell-Like Abilities, Winter's Passing
SAVES: M
INT: Average
ALIGNMENT: Neutral
TYPE: Undead (Extraordinary)
TREASURE: Nil
XP: 1,035 + 7/hp

Undead

Wildfire does not breathe, eat, sleep, or tire. He is immune to poison, disease, sleep, charm, fear, paralysis, and other effects dependent upon normal living physiology.

He possesses darkvision to 60 feet.

Incorporeal

Wildfire exists only partially upon the mortal plane.

He may pass through creatures and ordinary nonmagical objects without hindrance, though he cannot end his movement within a solid object.

Wildfire can only be harmed by magical weapons, spells, and magical effects while manifested upon the mortal plane.

This is very much native C&C ghost behavior: ghosts and similar incorporeal undead exist partly within the Ethereal and cannot normally be attacked except with magical weapons.

Ghostly Aura

An almost overwhelming sense of longing and melancholy follows Wildfire.

Any living creature beginning its turn within 10 feet of him must make a Wisdom save, CL 7.

Failure causes the creature to suffer a –2 penalty on attack rolls until the beginning of its next turn.

This is not a fear effect. Creatures immune to fear are therefore not automatically immune to Ghostly Aura, though mindless creatures are unaffected.

I would absolutely use the full CL 7 here. This is one of Wildfire's defining supernatural qualities.

Ethereal Gallop

Once every 1d4 rounds, Wildfire may disappear entirely into the Ethereal Plane or return to the mortal plane.

While ethereal, Wildfire moves at his full 60-foot movement rate and may pass freely through creatures, terrain, walls, and other nonmagical physical barriers.

He may remain ethereal for up to 3 rounds before he must return to the mortal plane.

Wildfire cannot attack creatures upon the mortal plane while fully ethereal, nor can creatures there normally attack him.

I would collapse Ethereal Jaunt + Spirit Gallop into this one ability. They are really expressing the same thing: when Wildfire decides to run, walls and mortal terrain simply stop mattering.

Charge

If Wildfire moves at least 20 feet in a straight line before striking with his Hooves, the attack inflicts an additional 2d6 points of damage.

A Large or smaller creature struck by the charge must make a Strength save, CL 4, or be knocked prone.

Hooves

Attack: +7
Damage: 1d8+4 bludgeoning plus 1d6 cold
Range: Melee

Wildfire's hooves leave no physical tracks, but frost sometimes forms momentarily wherever they strike the ground.

Trample

Once every 1d4 rounds, Wildfire may gallop up to his full 60-foot movement in a straight line.

He may pass through the spaces of Medium or smaller creatures during this movement.

Each creature crossed by Wildfire must make a Dexterity save, CL 4.

Failure inflicts 2d8+4 points of damage and knocks the creature prone.

A successful save halves the damage and avoids being knocked down.

Wildfire does not provoke attacks simply for passing through opponents during this movement.

I like CL 4 rather than CL 7 here. The trample is a matter of physically getting out of the way; the melancholy and ethereal nature are his genuinely supernatural signature powers.

Spell-Like Abilities

Wildfire possesses several innate manifestations of his ghostly nature. These require no material components.

At Will:
Light, minor illusion

3/day:
Fog cloud, gust of wind, blur

1/day:
Sleep

For purposes of range, duration, and other level-dependent effects, treat Wildfire as a 7th-level caster.

I would trim the original spellcasting package in exactly this fashion. He doesn't feel like a “horse wizard.” These are manifestations: mist rolling in, wind rising, his body becoming indistinct, weary travelers drifting asleep.

Winter's Passing

Once per day, Wildfire may cause the local weather around him to take on the character of a bleak winter evening.

For 1 turn, an area extending 200 feet around Wildfire fills with one of the following:

  • cold wind,
  • dense fog,
  • or gentle snowfall.

Cold wind imposes –2 on ranged attacks.

Dense fog reduces clear vision to 30 feet.

Snowfall lightly obscures vision beyond 60 feet and rapidly covers tracks.

The effect is unmistakably supernatural but causes no direct damage.

Wildfire may end the effect at will.

This is where I would replace the literal control weather. C&C already gives us precedent for localized spirit weather: the German nature spirit controls rain or hail over roughly a 200-foot area once per day.

That feels much closer to what Wildfire should be doing than giving a ghost pony the full strategic power of a high-level weather spell.

Silent Understanding

Wildfire understands Common and Elvish, but cannot speak.

He communicates instead through posture, movement, expression, and occasionally through faint emotional impressions carried on the wind.


Notes 
  • Wildfire is a palomino horse original from the Yellow Mountain region of Nebraska in an alternate prime material plane, one with touches of supernatural energies flowing in, strong enough to imbue a pony who was near dead with the power to draw the dying to a peaceful end. Wildfire along with one of its riders is known to appear out of the mists.
  • As part of its ethereal jaunt, Wildfire has appeared in various planes of existence, granting it many names. While there are other ghost horses, Wildfire tends to appear in cold or clement environments and often from either a fogbank or snowstorm.
  • Hated enemy of demon steeds, also known as Nightmares. Has been summoned at times to charge and beat back hell's horses before collecting another soul to bring them peace in the other realm.

Friday, March 6, 2026

Ward - Cyborg Commando

 

Name: Joe Coffey / Codename: Ward
Ancestry: Human / Class: Street Soldier / Level: 4

Attributes 
Str: 16 
Dex: 16
Con: 17 
Int: 15
Wis: 15 
Cha: 13 

Info 
Ini: 16
Damage: 1d8 / 1d6
Armor (Vest): 4
HP: 32

Slug Rifle: Attk: 14 / D: 1d8+2 / R: Far
Grenade Launcher (Attachment): Attk: 14 / D: 1d8 / R: Near / Special: Area

Auto Pistol: Attk: 1d6 / D: 1d8 / R: Near

Monoknife: Attk: 16 / D: 1d8 / R: Melee

Slam: Attk: 16 / D: 1d10 / R: Melee / Special: Natural

Gear: Datapad, Spare Ammunition, Spare Grenades

Traits 
Human: Extra Effort (1/day)

Second Wind (1/Encounter): Regain 1d10 HP / Multiattack (4): May make 4 attacks per round.

Cyberwear: Cyber Arms, Cybernetic Eyes

Notes 

  • Ward is a hired gun, also known as a Solo, even though he tends towards high rate of fire over being a melee expert, a street samurai, working on the mean streets of Boston in the year 2077. Although it may be 2077, this is still Miskatonic Country.
  • Is currently working for an eccentric patron named Timothy LaStrade, who claims to be haunted from his past when he and several others dealt with what he calls 'supernatural elements' out in the great Massachusetts. Exposing Ward to similar elements when at one point LaStrade was attacked by what turned out be a Hound of Tindalos that was 'banished' when Ward tore through its body with 10mm caseless anti-personnel rounds. Unfortunately, when one hounds gets your 'scent' they like to stick onto you until they get you.
  • Is working with LaStrade to find someone out in Miskatonic Country who can break the scent that the Hounds have on the two while dealing with other trouble in post-singularity and near apocalyptic Boston.

Thursday, March 5, 2026

Hermenor Shoreline - Harengon Swashbuckler

 

Name: Hermenor Shoreline
Ancestry: Harengon / Class: Swashbuckler / Level: 5

Attributes 
Str: 14 / To-Hit: +1 / Dmg: +0 / Open Doors (d6): 5+
Dex: 16 / To-Hit: +1 / AC: +1
Con: 11 / HP: +0 / System Shock: 75%
Int: 13 / Bonus Languages: +3
Wis: 13 / 
Cha: 16 / Retinue: 6 / Retinue Morale: +2

Info 
AC: 13 (Leather)
BtH: +2
ST: 11
HP: 28

Pistol: Attk: +3 / D: 1d8 / R: Near

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

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

Kick: Attk: +3 / D: 1d4+1 / R: Melee / Special: Natural

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Fishing Kit, Field Glasses, Stone of Good Luck (+1)

Traits 
Harengon: Small Size: +2 AC vs. Large foes. Hare Trigger: Can only be surprised on 1. Listen (d6): 3-in-6. Fleet Footed: +1 Save vs. Wands & Traps. High Jumper.

Saving Throws: +1 Save vs. All Categories Except Wands & Spells

Parry: -3 / Multiple Attacks (5): Against 1 HD creatures, a Fighter may make a number of attacks equal to level. 

Notes 

  • Hermenor 'Hermes' Shoreline is one of the members of the sailing Harengon community located throughout the known world and often making ports of call from Seaside to Port Kyna to Specularum. Hermenor is one of many freelance sailors willing to tackle the endless sea, or fish, if there are no takers for crew members.
  • Never wears shoes, the pads of his fur covered feet are tougher than even a halflings foot. His legs are strong enough that he receives a +2 (Str: 16) to Attribute Checks for jumping.
  • Carries a Luck Stone agate with a rabbit's foot etched into it. Although it is a lucky stone, Hermenor did not specifically request to have the symbol carved into his magic item. He never thought his feet were ever lucky.

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