Friday, May 29, 2026

Messalina Pennyweight

Name: Messalina Pennyweight

Ancestry: Goblin / Class: Thief / Level: 1


Attributes
Str: 14 / +1
Dex: 16 / +2
Con: 10 / 

Int: 16 / +2
Wis: 14 / +1

Cha: 14 / +1


Saves
Death/Poison: 13
Wands: 14
Paralysis: 13
Breath: 16

Spells: 15


Info
AC (Leather): 15
BtH: +1
HP: 4


Dagger: Attk: +2 / D: 1d4+1 / R: Thrown (+3)


Light Crossbow: Attk: +3 / D: 1d6 / R: Near


Gear: Pack, Canteen, Rations, Bedroll, Torches, Oil, Mess Kit, Rope, Thieves Tools, Chalk, String

Traits

Goblin: Infravision. Small. Notice Secret Doors (2-in-6). Stonelore (2-in-6)


Sneak Attack: +4 to-hit; x2 damage


Thief Skills 

Open Locks: 17%

Find/Remove Traps: 14%

Pick Pockets: 23%

Move Silently: 23%

Climb Walls: 87%

Hide: 13%

Hear Noise (d6): 2-in-6


Notes 
  • Messalina 'Messi' Pennyweight is the daughter of Olybrius and Livia Pennyweight, the head of the expansive Pennyweight Banking Clan. She not only has the responsibility of being the heir to the head of the Clan (Olybrius 'Ollie' Pennyweight) but also that her inter-family competition includes 8 Uncles and Aunts plus their kids. At least none of the family have resorted to hit jobs to move their place.
  • Has rejected her parents tactics of Olybirus pursuits as a Warlock, or her mother's talents for poisoning. She is a Blade Dancer, adept the twirl, dance, and toss with a knife. Her prized possession is her main-hand silver dagger of shifting that was given to her by her Aunt Minerva as an enchanted present.
  • Is hiding the fact that she is dating Barnwell Cathcar, a Gnome, from her father. It's not a serious thing, you know? He's just a nice Medic, and after all, Aunt Minerva is married to a Gnome.

Thursday, May 28, 2026

Geor Wilco, Gremlin Saboteur

Name: Geor Wilco
Ancestry: Gremlin / Class: Thief / Level: 3 / Background: Saboteur

Attributes 
Str: 11 / +0
Dex: 17 / +3
Con: 15 / +2
Int: 17 / +3
Wis: 11 / +0
Cha: 15 / +2

Info 
AC (Leather): 14
Ini: +3
HP: 18

Crossbow: Attk: +3 / D: 1d6 / R: Far

Dagger: Attk: +0 / D: 1d4 / R: Thrown (+6)

Grenado: Attk: +3 / D: 2d6 / R: Thrown

Info: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Tool Kit

Traits 
Gremlin: Cannot be surprised.

Thievery / Backstab: +2 Damage Die on a Backstab.

Notes 

  • Geor is one of the many in and around Old Governor's Way located in the city-state of Oleander. Which puts him square in the female led Purple Gang territory. While technically within their territory, the Purple Girls tend to steer clear of the Gremlin enclave located in and around the water pump station that supplies. One, the Gremlins are one of the few that know how siphon water without charging taxes, second, fighting the Gremlins may result in destruction of the station.
  • Geor Wilco is the younger brother a tougher Gremlin, Harald Wilco. Although he looks up to his brother, Geor is eager to strike out on his own and learn how to be a good and proper Gremlin his own way. One of the ways Geor has gone independent is working with local taproom owner and crime lord, Jacqueline Early's brother, Malcolm on capers.
  • Carries several explosive grenados that explode in a hazardous discharge of fire and metal.
 

Wednesday, May 27, 2026

Zethrak the Rapscallion, Dragonborn Assassin

 

Name: Zethrak the Rapscallion
Ancestry: Dragonborn / Flight: Black / Class: Assassin / Level: 7

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

Saves 
Death: 12
Wands: 13
Paralysis: 11
Breath: 12
Spells: 13

Info 
AC (Leather +1): 16
BtH: +4
HP: 37

Scimitar (+1): Attk: +6 / D: 1d6+2 / R: Melee

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

Crossbow: Attk: +6 / D: 1d6 / R: Near

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Thieves' Tools, Rope, Twine, Caltrops, Chime Opening, Potion of Control Dragon, Poison, Potion of Polymorph Self (x2) 

Traits
Dragonborn (Black): Breath (1/day - Breath Save for 1/2): Damage equal to current HP in a line of Acid. Saivng Throws: +2 Save vs. Breath

Backstab: +4 to-hit; Save vs. Death (-2) or slain / Poison Specialty: -2 Save vs. Poison

Assassin Skill: Open Locks: 39% / Pick Pockets: 50% / Move Silently: 50% / Climb Walls: 82% / Hide: 35% / Listen: 49% / Poison: 55%

Notes 

  • Zethrak, also known as Zethrak the Rapscallion, is a black scaled Dragonborn and an outcast of the Dragonborn City-State of Rodhin. Since then, he has slithered down via the boating network through 'The Gloomy' also known as Loch Gloomen and the Great Gloomy Swamp and made his way over to the Free City of Blackmoor.
  • Works the water front pulling a few schemes here or there. He is currently serving under Guild Mistress Genevieve, also known as Godmother Genevieve, until he can gather the influence necessary to go his own way.
  • Get's his title from his specialty. Which includes cheap shots, retreating shots - Zethrak can be effective, but he is also likely to setup his allies and throw them to the wolves in a gang fight to save his own scales as he is about striking his enemies.

Tuesday, May 26, 2026

Fazel Behdad, Aarakocra Fighter

Fazel Behdad

Aarakocra Veteran Soldier / Aerial Polearm Fighter

NO. ENCOUNTERED: 1
SIZE: Medium
HD: 5d10+10 (37 hp)
MOVE: 30 ft., Fly 120 ft.
AC: 16
ATTACKS: Commanding Glaive +2 +7 (1d10+2); Shortsword +5 (1d8); Dagger +5 (1d4); Talons +5 (1d6)
SPECIAL: Flight, Talons, Dive Attack, Veteran Fighter, Wind Caller, Brace, Lunge, Trip, Veteran Officer, Field Survivalist
SAVES: P
INT: Average
ALIGNMENT: Neutral Good
TYPE: Humanoid (Aarakocra)
TREASURE: 5
XP: 300 + 5/hp

Flight

Fazel may fly at 120 feet.

He requires enough room to spread his wings and cannot fly while heavily encumbered or wearing armor that restricts his wings.

Talons

Fazel’s natural talons inflict 1d6 points of damage.

Dive Attack

If Fazel begins at least 30 feet above his target and dives at least 30 feet before attacking, he gains +4 on the attack roll.

When attacking with his glaive or another suitable polearm during the dive, a successful hit inflicts double damage.

Veteran Fighter

Fazel may make two melee attacks every other round, beginning with the first round of combat.

Wind Caller

Once per day, Fazel may summon a violent gust in a 30-foot cone.

Missile attacks passing through the gust suffer –2 to hit until the beginning of Fazel’s next turn.

Flying creatures and lightly built creatures caught in the gust must make a Strength save, CL 3, or be pushed 10 feet away from Fazel.

Small creatures standing on the ground that fail this save are also knocked prone.

Brace

Once per round, when an opponent charges Fazel or directly enters his glaive reach in melee, Fazel may make an immediate glaive attack before the opponent resolves its attack.

Lunge

Once per round, Fazel may increase the reach of his glaive by 5 feet for one attack.

Trip

On a successful glaive hit, Fazel may choose to inflict no damage and instead attempt to sweep his opponent from its feet.

A creature of Fazel’s size or smaller must make a Strength or Dexterity save, CL 3, or be knocked prone.

Veteran Officer

Fazel gains a +4 bonus on checks involving leadership, battlefield command, military signaling, morale, tactical observation, and coordinating allied troops.

Field Survivalist

Fazel gains a +4 bonus on checks involving endurance, wilderness survival, spotting natural hazards, and functioning in difficult terrain or field conditions.

Commanding Glaive +2

Attack: +7
Damage: 1d10+2
Range: Melee, Reach

In addition to its magical enhancement, the glaive grants Fazel +2 on leadership, morale, and reaction checks involving allied soldiers or troops under his command.

Shortsword

Attack: +5
Damage: 1d8
Range: Melee

Dagger

Attack: +5
Damage: 1d4
Range: Melee or thrown

Magic Items

Commanding Glaive +2: Included above.

Bag of Holding: Functions normally.

Leg Wraps of Striding and Springing: Function as Boots of Striding and Springing, adapted to Aarakocra anatomy.

Tabard of Protection +1: Its protective bonus is already included in Fazel’s Armor Class.

Equipment

Fazel carries a pack, canteen, rations, bedroll, lantern, oil, mess kit, drinking gourd, military tabard, utility cords, and standard field gear.

Notes 

  • Fazel is a desert dwelling Aarakocra of fire raven stock noted for the bright plumage that adorns his wings. He was originally part of  small winged company of fellow Aarakocra flyers who would take money escorting caravans by acting as aerial recon and raiding. While some of the flyers in his old unit were bowmen, he was one of the few strikers who would dive in and fight in melee with his glaive.
  • Since his unit disbanded over a pay dispute, Fazel has spent most of his days snoozing in a wagon under the command of Reyyan Dilar, also known as Reyyan the Pearl, a savvy waggoneer and merchant that inherited her caravan wagon and trade route from her father. She operates out of Surra-Man-Raa along the coast.
  • Weapon of choice - his magical Commanding Glaive of Slaughter. The 'Slaughter' suffix acts as a +2 Enhancement Bonus while 'Commanding' gives him an Advantage on Persuasion and Intimidate checks to issue orders to troops under his command.

Monday, May 25, 2026

Mordenkainen’s Teapot

Mordenkainen’s Teapot

Mordenkainen’s Teapot is a soot-black iron vessel etched with minute silver runes of comfort, privacy, and balance. The pot is perpetually warm to the touch and occasionally emits wisps of fragrant steam even when empty. It never rusts or tarnishes.

Any water poured into the teapot is immediately purified as though affected by purify food and drink. The teapot can brew enough tea for six persons at one sitting and requires no external source of heat.

A creature drinking a full cup of tea receives the following benefits:

  • For the next 1 hour, the drinker gains a +2 bonus on saving throws against fear, whether magical or otherwise.
  • If the drinker rests quietly for at least 1 turn, the creature regains 1d4 hit points. A creature may benefit from this healing only once per day.
  • A spellcaster gains a +2 bonus on the next concentration check made to prevent a spell from being interrupted, lost, or prematurely ended. This benefit lasts until used or until the character next sleeps.

Household Magic

While the teapot is in the possession of a spellcaster, its owner may employ minor household magic at will.

These effects resemble harmless applications of cantrip and may warm or cool food and drink, clean small objects, remove minor stains, create pleasant aromas, or produce similarly trivial sensory effects.

These effects cannot cause damage, affect combat, or duplicate the effects of a spell of 1st level or higher.

Tiny Hut

Once per day, the possessor may command the teapot to produce tiny hut, functioning as though cast by a 5th-level wizard.

No material component is required.

The hut invariably carries the faint scents of black tea, pipe smoke, and old parchment.

Usable By: Wizards, priests, bards, and other characters capable of casting spells
XP Value: 1,500
GP Value: 7,500

Friday, May 22, 2026

Neddering 'Ned' Fiddler - Fishfolk Adventurer

 Name: Neddering 'Ned' Fiddler
Ancestry: Fishfolk / Class: Fighter / Level: 6

Attributes 
Str: 16 / +2
Dex: 17 / +2
Con: 18 / +3
Int: 14 / +1
Wis: 14 / +1
Cha: 14 / +1

Attributes 
Death: 10
Wands: 11
Petrify: 12
Breath: 13
Spells: 14

Info 
AC (Chain +1 + Shield): 19
BtH: +4
HP: 51

Longsword +1, +3 vs. Dragons: Attk: +7 / D: 1d8+3 / R: Melee / Special: vs. Dragons (Attk: +5; Dmg: 1d8+5)

Spear: Attk: +6 / D: 1d6+2 / R: Melee

Shield Bash: Attk: +6 / D: 1d4+2 / R: Melee

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Decanter of Endless Water, Cloak of the Manta Ray, Bag of Holding, Potion of Giant Strength, Blue Crystal Lantern

Traits (Fishfolk - Catfish): Infravision. Powerful Build. Barbel Senses: -2 vs. Unseen foes instead of -4. Tactile Sensitivity (d6): 2-in-6 chance to find hidden objects in soft cover, such as mud. Semi-Aquatic. Immersion Requirement: Requires to wet the skin every 24 hours or lose 2 HP per day. These hit points cannot be recovered

Notes 

  • Neddering 'Ned' Fiddler is a Fishfolk from the Siluriformes branch of the family, also known as 'Clan Cattiefish' due to the bony barbels that jut from their face. This branch of Fishfolk typically prefer swimming in fresh or brackish and find the intense salinity of salt water as uncomfortable when they have to swim in the ocean.
  • Is a citizen in and around the Marshlight Landing in the Great Saltmarsh. Like many figures of the Marsh, Ned often finds him on adventurers eager to learn the location of infamous dungeons such as the Temple of Elemental or the lost Dwarven citade known as Citadel Malbec. He has seen a few signs of the Elemental Evil cult which suggests the Temple may be real. He has yet to find learn much of a lost Dwarven citadel filled with treasure.
  • Favored magic item? His Longsword of +1, +3 vs. Dragons - turns out the sword's power of dragonbane can be used against sea serpents and dragon turtles as well as standard dragons.

Thursday, May 21, 2026

Grendle Scicluna, Gnoll Gunslinger

 

Name: Grendle Scicluna
Ancestry: Gnoll / Class: Brute / Level: 7

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

Saves 
Moxie: 10
Quickness: 11
Toughness: 10
Drive: 11
Observation: 11

Info 
AC (Suit): 16
Ini: +1
BtH: +5
HP: 40

Thompson SMG: Attk: +6 / D: 1d8 / R: Near / RoF: 2 / Special: Burst

Pistol: Attk: +6 / D: 1d8 / R: Near / RoF: 2

Knife: Attk: +6 / D: 1d4+1 / R: Thrown (+6)

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

Gear: Identification, Spare Ammunition, Cigarette Case, Car

Traits 
Gnoll: Darkvision. Bite (Natural Attack)

Rough and Ready (7): When fighting 1 HD targets, a Brute may make a number of attacks equal to level.

Imposing: +2 Intimidate checks / Scrapper

Skills: Driving: 17 / Sense Motive: 16

Notes 

  • Grendle Scicluna is an independent driver and gunsel with the beastfolk community located in Windy City after that one incident on the Borderland had opened other portals besides the fey realm. Now the puckish fey and humans contend with an influx of the 'bestial' community from a universe where beasts involved instead of the ancestors of men. Grendle is a descendant of the first refugees.
  • Is an associate of Mama Pontegue, a Gnoll matriarch operating around the Lansing Stone Quarry and the Windy Aqueduct Project region, but Grendle tries to maintain his role as an independent operator and not fall under anyone's thumb.
  • Often splits his time working either the fey and human communities as they tend to be more open to working with a predatory beast such as a Gnoll over some of the other bestial communities that operate in Windy City. 

Wednesday, May 20, 2026

Tyerise Diabella, Half-Elf Bard

Name: Tyerise Diabella
Ancestry: Half-Elf / Class: Bard / Level: 5

Attributes 
Str: 14 / Attk: +1 / Force Doors (d6): 2-in-6
Dex: 15 / Attk: +1 / AC: +1
Con: 14 / HP: +1 / System Shock: 100%
Int: 15 / Bonus Languages: 4
Wis: 15 / 
Cha: 16 / Henchmen: 6 / Retainer Morale: +2

Info 
AC (Mithral Chain +1): 16
Save: 11
BtH: +2
HP: 27

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

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

Crossbow: Attk: +3 / D: 1d6 / R: Near

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Traveling Lyre, Journal, Inkpen, Ink, Sacred Wood Lyre, Potion of Gaseous Form, Potion of Healing (x2), Potion of Heroism, Rope of Climbing, Medallion of ESP

Traits 
Half-Elf: Infravision. Sharp Senses (d6): Detect secret doors on a 4-in-6 Search check. +2 Save vs. Ghoul Touch.

Saving Throws: +2 Save vs. Magic

Oratory/Lore: 50% 

Spellcasting 
1st - Slots: 3: Detect Snares & Pits, Faerie Fire, Purify Water

Notes 

  • Tyerise 'Tye' Diabella is a Harper from the Silverymoon Region who has been assigned to keep tabs on the two Underdark adventurers who have arrived on the surface, pursuing a rogue survivor of House DeVir, who has taken advantage of the state of the Underdark following the wounding and shunting of Lolth in the pantheon and the ascension of the Iron Armistice that has brought relative peace to the region. Her two reluctant companions include Morgrun Belmak of the Duergar and Talnafein Arabneld of Cormanthor. Her job is to shepherd them and ensure they do not cause trouble to the innocent.
  • Is a Bard from Silverymoon's 'College of Swords' making her a fair fighter, especially in the dueling schooling. Her favored musical instrument is her Sacred Wood Lyre which contains a number of healing spells that can be channeled when she plays.
  •  Is dating a Harper Ranger by the name of Bernard, who unfortunately is on a tour back towards the coast and Waterdeep, leaving Tye to escort a Duergar and Drow across the greater North.

Tuesday, May 19, 2026

Talnafein, Vhaeraunian Drow Soldier

 

Name: Talnafein
Ancestry: Drow / Class: Rogue / Level: 5

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

Saves 
Death: 12
Wands: 13
Petrify: 11
Breath: 14
Spells: 13

Info 
AC (Leather +1): 16
BtH: +3
HP: 19

Rapier, +2 Dancing: Attk: +6 / D: 1d6+3 / R: Melee

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

Hand Crossbow: Attk: +5 / D: 1d6 / R: Near

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Thieves' Tools, Cloak of Elvenkind, Potion of Control Dragon, ESP, Fire Resistance, Heroism

Traits 
Drow: Infravision: 90'. Detect Secret Doors (d6): 2-in-6 Chance. Immunity: Ghoul Paralysis. Listening (d6): 2-in-6. Light Sensitivity. Innate Magic (1/day Each): Darkness, Detect Magic

Assassin Skills: Open Locks: 31% / Pick Pockets: 40% / Move Silently: 40% / Climb Walls: 78% / Hide: 25% / Listen: 41% / Poison: 45%

Poison: Victims suffer a -2 Save vs. Poison when targeted by the Assassin.

Notes 

  • Talnafein 'Fire Eyes' is a Vhaeraunian Drow from the Cormanthor Enclave who has been hired to assist in tracking a rogue Matron Mother associated with the broken House DeVir. Like Morgrun, Talnafein is not the biggest fan of sunlight, but as part of the commandment of the 'honorable' (to Drow) Warlord Jezz, Talnafein has practiced the art of daylight adaptation and does not mind it as much. He still keeps his hood up when in direct sunlight to help his eyes.
  • Has long lost his true Drow Piwafwi due to sunlight exposure, Talnafein has supplemented with a black woven Cloak of the Elven Kind. He also carries a 'box of vials' which seemingly has an endless supply of minor potions and especially toxins.
  • Has been given secret orders to seize the artifacts that Matron DeVir is trying to acquire as his master sees a chance to become a Chosen of Vhaeraun, who has been elevated since Lolth's injuries.

Monday, May 18, 2026

Morgrun Balmek, Duergar Psiguard

 

Name: Morgrun Balmek
Ancestry: Duergar / Level: 5

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

Saves 
Death: 6
Wands: 7
Petrify: 8
Breath: 10
Spells: 10

Info 
AC (Plate +1): 18
PB: +3
HP: 31

+1 Bastard Sword of Warning: Attk: +6 / D: 1d8+4 / R: Melee

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

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

Gear: Pack, Canteen, Rations, Bedroll, Torches, Oil, Mess Kit, Potion of Heroism, Potion of Polymorph Self, Potion of Gaseous Form, Rope of Climbing

Duergar Traits 
Infravision 90' / Sunlight Sensitivity / Listening (d6): 2-in-6 chance / Engineering (d6): 2-in-6 Chance / Skulldugery (d6): 2-in-6 Chance Trap Detection - Dungeon/Interior only / Stealth (d6): 3-in-6 Move Silently

Mental Powers (5/day): Enlargement, Invisibility, Shrinking, Heat

Notes 

  • Morgrun Balmek is a Duergar Psiguard, a proud member of the psionically powered branch of the Duergar forces based out of Deep Brymmyr (Formerly Menzoberranzan) that has come to prominence since the wounding of Loth and a combined force of Duergar and Svirfneblin humbled the Drow by sacking and conquering the city. The events formed the Iron Armistice between the surface dwelling Dwarves and Lord's Alliance and the Duergar and Svirfneblin who administer the liberated region.
  • Morgrun has been ordered to grab a pair of sun reflectors and head to the surface to represent the Duergar in pursuit of renegade Matron Mother who is attempting to steal artifacts in order to advance the objectives of a bitter Loth who has been weakened in her role of the Drow Pantheon. Working with him is a Vharaunian mercenary drow and a Harper Scout.
  • Favors a bastard sword over an axe or hammer. His blade 'Old Bell' is said to glow and chime in Morgrun's mind at a sign of an ambush, making it hard to get the drop of the warrior.

Friday, May 15, 2026

Oldflowers the Cleaner

 

Name: Oldflowers
Ancestry: Human / XP: 30 / Rank: Seasoned

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

Skills: Climb: d4, Fighting: d8, Know (Arcanotech): d4, Intimidate: d6, Lockpicking: d6, Notice: d6, Pilot: d4,  Shooting: d8, Stealth: d6, Streetwise: d6, Swim: d4, Throwing: d4
Info: Pace: 6 / Parry: 5 / Toughness: 8 (2 - Body Armor)

Blazer SMG: Attk: d8 / D: 2d6+1 / R: 12/24/48 / AP: 1 / RoF: 3 / Energy: Fire

Blaster Pistol: Attk: d8 / D: 2d6 / R: 12/24/48 / AP: 1 / Action: SA / Energy: Force

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

Gear: Energy Pack, Security Kit, Commlink, Glow Rod

Traits 
Human: Free Edge

Edges: Dodge, Quick, Rock & Roll, Steady Hands

Hindrances: Deathwish, Obligation (The Center - Maj), Quirk

Notes 
  • Oldflowers is the code name of a man who is a 'Cleaner' for an intelligence organization known as 'The Center' located in the midst of a grand imperium that deals with rival factions across the Mountains of Teeth that divides the nations of Luxania (Oldflowers Kingdom) and Herzo-Olztania in the East. He is typically sent in when a place needs to be shot up.
  • He lives in a time when arcano-technology has captured the essence of various magical energies that have become daily weapons. Ruby focus gems create beams and spheres for blazers, while bright amethysts power blasters.
  • Although not quite eldery, Oldflowers has seen enough violence and intrigue to give him a little bit of a deathwish.

Thursday, May 14, 2026

Haley Greenacre, Halfling Outrider

 

Haliday “Haley” Greenacre

Halfling Fighter, 8th Level

ANCESTRY: Halfling
CLASS: Fighter
LEVEL: 8
SIZE: Small
MOVE: 20 ft.
AC: 17
BtH: +8
HP: 60
PRIME ATTRIBUTES: Strength, Dexterity

Attributes

Strength: 14 / +1 / Save: +15
Dexterity: 18 / +3 / Save: +17
Constitution: 15 / +1 / Save: +9
Intelligence: 13 / +1 / Save: +9
Wisdom: 17 / +2 / Save: +10
Charisma: 14 / +1 / Save: +9

Combat

Short Bow +2: +15 to hit, 1d6+4 damage, Near
Hand Axe +1: +10 to hit, 1d6+2 damage, Melee; +12 to hit when thrown
Dagger +2: +11 to hit, 1d4+3 damage, Melee; +13 to hit when thrown

Weapon Specialization — Short Bow

Haley is specialized in the short bow.

At 8th level, her Fighter Weapon Specialization grants +2 to hit and +2 to damage with the short bow. These bonuses are already included in the statistics above.

Combat Dominance

Haley possesses the Fighter’s improved Combat Dominance ability.

At 8th level, she may make two additional attacks against qualifying opponents of 1 HD or less.

She does not otherwise possess a general 3/2 attack routine; the C&C Fighter does not gain its true Extra Attack until 10th level.

Fearless

Haley gains a +2 bonus on saving throws against fear.

Hide

Haley may make a Dexterity check to hide in outdoor surroundings.

If she moves while remaining hidden, she suffers the normal penalties based on speed. She cannot normally hide while directly observed unless the observer is momentarily distracted.

Haley also gains the Halfling racial +2 bonus to Hide.

Move Silently

Haley may make a Dexterity check to move silently.

She may move up to half her normal movement with no penalty. Faster movement imposes the normal penalties, while running or charging is exceptionally difficult to perform silently.

Haley gains the Halfling racial +2 bonus to Move Silently.

Duskvision

Haley can see in starlight or moonlight as well as a human can at dusk, retaining the ability to distinguish color and some detail.

Duskvision provides no special benefit underground, in torchlight, or in similarly poor illumination.

Resistant

Haley gains a +1 bonus on all Constitution saving throws.

Animal Handling

Haley gains a +4 bonus on Wisdom checks involving calming, controlling, feeding, handling, or safely working with animals.

Animal Training — Dogs

Haley gains a +4 bonus on Wisdom checks involving the training of dogs, including obedience, guarding, hunting, tracking, carrying, or other specialized tasks.

Riding — Dogs

Haley gains a +4 bonus on Dexterity checks involving riding trained dogs, including difficult terrain, sudden turns, jumping obstacles, controlling a frightened mount, or avoiding being unseated.

Tracking

Haley gains a +4 bonus on Wisdom checks involving following tracks, identifying signs of passage, judging direction of travel, and maintaining a trail.

Veterinary Healing

Haley gains a +4 bonus on Wisdom checks involving first aid, diagnosis, treatment, recovery, and general care of animals.

Short Bow +2

Attack: +15
Damage: 1d6+4
Range: Near

The listed totals include Haley’s Dexterity modifier, Fighter Weapon Specialization, and the bow’s +2 magical enhancement.

Hand Axe +1

Attack: +10 melee, +12 thrown
Damage: 1d6+2
Range: Melee or Thrown

Dagger +2

Attack: +11 melee, +13 thrown
Damage: 1d4+3
Range: Melee or Thrown

Armor

Studded Leather +1: AC 17

Studded leather provides a base armor bonus of +3; Haley’s Dexterity and the armor’s +1 magical enhancement are already included in the final AC.

Magic Items

Gauntlets of Climbing and Swimming: Haley gains their normal magical benefits when climbing or swimming.

Bag of Holding: Provides extradimensional storage according to its normal magical properties.

Necklace of Missiles: Haley currently carries a necklace with six remaining beads.

Potion of Giant Strength: Temporarily grants its normal magical enhancement to Strength when consumed.

Potion of Speed: Grants its normal magical speed effect when consumed.

Equipment

Haley carries studded leather +1, short bow +2, hand axe +1, dagger +2, backpack, canteen, rations, bedroll, torches, rope, spare rations, saddle, saddle blanket, spare cloak, ammunition, and normal adventuring gear.

Notes 

  • Haliday 'Haley' Greenacre is a member of the Greenacre family. The Greenacres are a clan of Halflings who live in a region known as Fankerham, which is a major Halfling community in the region. The Greenacres control the land to the south along the Fanker River.
  • She is a Ranger of the Outrider Conclave. This offshoot of the Beast Mastery Conclave are the Rangers who do not just have animal companions, their companions are also their riding mounts. Haley's mount is 'Governor Wallace' or 'Governor' a riding dog.
  • Carries among other magical items a 'Necklace of Missiles' given to her by her adventuring kin. By plucking one of the amber colored beads, she is capable of lobbing Fireballs worth of damage at a target.

Wednesday, May 13, 2026

Nebin Pattermach, Gnome Illusionist

 

Name: Nebin Pattermach
Ancestry: Gnome / Class: Wizard / Level: 6 / Background: Artisan

Attributes 
Str: 10 / Open Doors (d6): 2-in-6
Dex: 14 / Attk: +1 / AC: +1
Con: 14 / HP: +1 / System Shock: 100%
Int: 18 / Bonus Languages: 6 / Learn Spell: 95%
Wis: 14 / 
Cha: 14 / Henchmen: 5 / Morale Adjustment: +1

Info 
AC (Robes + Ring of Protection): 12
ST: 9
BtH: +2
HP: 25

Club: Attk: +2 / D: 1d4 / R: Melee

Dagger: Attk: +2 / D: 1d4 / Thrown (+3)

Crossbow: Attk: +3 / D: 1d6 / R: Near

Gear: Backpack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Inkpen, Ink, Spellbook, Scroll Case, Scrolls, Wand of Wonder, Ring of Expeditious Retreat, Potion of Slipperiness, 

Traits 
Gnome: Infravision. Hatred: +1 to-hit Goblinoids; Kobolds. Small Size: +2 AC vs. Large creatures; +4 AC vs. Giant creatures. Saving Throws: +4 (Magic): +1 (Poison), Scroll of Magic Missile, Scroll of Mirror Image

Saving Throws: +2 Save vs. Charm & Illusion effects.

Spellcasting 
1st - Slots: 4: Color Spray, Detect Illusion, Detect Invisibility, Mirror Image

2nd - Slots: 4: Detect Magic, Improved Phantasmal Force, Invisibility, Rope Trick

3rd - Slots: 1: Paralyzation

Notes 

  • Nebin Pattermach is a traveling Gnome Illusionist living in and around the besieged Archbarony of Ratik, although he is originally from the lower Raker mountains as part of a clan of Gnomes who specialized in two things: glassblowing and illusion magic. In a slight mark of rebellion, Nebin's trade is as a scrivener dealing in scroll work.
  •  Since the mains leading from Ratik to the south have been cut off by hostile non-human tribes in and around the Spinecastle area, and seeing little else is available unless he wants to travel up the Rakers, Nebin has signed on with an adventuring group to help punch south to Knurl.
  • Favored magic item? He has managed to acquire a rare Wand of Wonder in his kit.

Tuesday, May 12, 2026

Mesni Marblegrinder, Svirfneblin Ranger

 

Name: Mesni Marblegrinder
Ancestry: Svirfneblin / Level: 5

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

Saves 
Poison: 6
Wands: 7
Paralysis: 8
Breath: 11
Spells: 9

Info 
AC: 15 (Leather)
BtH: +4
HP: 27

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

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

Crossbow: Attk: +6 / D: 1d8 / R: Near

Gear: Pack, Canteen, Rations, Bedroll, Sunrod, Torches, Oil, Mess Kit, Crossbow Quiver, Boots of Elvenkind

Svirfneblin Traits 
Defensive Bonus: +2 vs. Large creatures /  Resistance (+2): Illusion / Infravision

Engineer (2-in-6) / Blend Into Stone (d6): 4-in-6 (Gloomy); 2-in-6 (Well Lit)

Light Sensitivity / Speak With Earth Elementals / Stone Murmurs (d6 / 2-in-6) / Use Magic Device 

Notes 

  • Mesni is an underdark Ranger working in the service of the Svirfneblin City of Blindingstone when she is not roaming the Underdark as any other adventurer, albeit in this case in the depths of the underworld with its long plains of pale soil, or great forests of fungi.
  • Her main foe is, as usual, the Drow from Menzoberranzan who continue to launch raids to try and discover Blindingstone. They may have succeeded if not for Lloth's sudden weakening at the hands of a group of adventurers who stormed the Demonweb Pits and wounded the Spider Queen's belly. With Lloth having to nurse her power, the Drow Matron Mother's have been be in chaos.
  • Wears a pair of boots she had taken as a war prize from a Drow enemy, which serve as Boots of the Elvenkind. He was certainly quiet, the Drow, he just happened to fail piercing the illusion that Mesni created and thought he was sneaking up on a Duergar merchant to chat, not a Svirfneblin Ranger who is good about hiding a dagger under her sleeve.

Monday, May 11, 2026

Marlin Row, Homma Scout

 

Name: Marlin Row
Ancestry: Homma / Class: Scout / Level: 7

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

Info 
AC (Scout Armor): 17
Ini: +2
ST: 8
BtH: +5
HP: 45

Scout Rifle: Attk: +7 / D: 2d8 / R: Far / RoF: 2

Slug Pistol: Attk: +7 / D: 1d8 / R: Near / RoF: 2

Survival Knife: Attk: +7 / D: 1d6+3 / R: Melee

Kick: Attk: +7 / D: 1d6+1 / R: Melee / Special: Natural

Gear: Survival Kit, Power Pack, Viewfinder, Survival Goggles

Traits 
Homma: Fast Speed. Standing Leap. Jumper (+4)

Saving Throws: +2 Save vs. Wisdom events

Survival: +6, Scavenge: +5, Stealth: +5, Jump: +10, Athletics: +3, Perception: +3, Gamble: +2, Diplomacy: +2 

Notes 

  • Marlin is a Homma (Kangarookin) scout from the Science Fantasy world of Arsenal where advancements in magitek have made guns common, albeit with traditional gunpowder replaced by focus crystals producing magical ammunition. For instance, Marlin's scout rifle firing concentrated orbs of acid, known as the 'Biter' class of weaponry.
  • Is a scout for the Menlo-Fitzroyce Colony Company (MFCC) exploring mining options on a desert planet that was subject to ecological devastation and the devolvement of its people due to ill use in magic. The local systems who have quarantined the planet refer it to 'Athas.' Besides beast, the only sapient life that colony agents have dealt with are flesh eating Halflings from the few verdant jungles near the north pole.
  • Has been given the job of exploring one of the ruined city-states and try to determine what caused them to fall. Marlin is part of a party contracted by Menlo-Fitzroyce to explore the city. 

Friday, May 8, 2026

Aleena, the Cleric

 

Name: Aleena
Ancestry: Human / Class: Cleric / Level: 5

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

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

Info 
AC: 15 (Chain)
BtH: +3
HP: 27

Morningstar: Attk: +4 / D: 1d8+1 / R: Melee

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

Oil: Attk: +3 / D: 1d8 / R: Thrown / Special: Splash (1d6)

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Holy Symbol, Healer's Kit, Cleric's Cap of Power (Spell Storing)

Traits 
Human: Extra Effort (1/day)

Turn Undead 
Turn Check: d20

1 HD: 5
2 HD: 9
3 HD: 13
4 HD: 17
5 HD: 19

Spellcasting 
1st - Slots: 2: Cure Light Wounds, Protection from Evil

2nd - Slots: 2: Bless, Hold Person

Notes 

  • Aleena is a transplant Thyatian Cleirc to the Grand Duchy of Karameikos who worships and serves the Immortal, Valerias, also known as Valerias the Lover. Aleena tends to focus on Valerias charity and protection of the innocent over Valerias' more passionate interests.
  • Having survived a brief brush with dead when confronting the sinister wizard, Bargle, Aleena has vowed to track Bargle down in the Black Eagle Barony and bring him to justice. For now, she has been adventuring around Kelvin Marsh.
  • Weapon of choice is the morning star. Her prized magic item is her iron cap that acts as a Pearl of Power as the first of other upgrades as Aleena gains levels. 

Thursday, May 7, 2026

Helena, Dwarf Merchant

 

Name: Helena
Role: Dwarf / Level: 10

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

Saves 
Death: 2
Wands: 3
Paralysis:4
Breath: 4
Spells: 6

Info 
AC (Chain Shirt +1): 17
BtH: +6
HP: 69

Hatchet: Attk: +7 / D: 1d6+1 / R: Thrown (+8)

Battle Rolling Pin +1: +8 / D: 1d6+2 / R: Melee

Blunderbuss: Attk: +7/ D: 1d10 / R: Near

Brawl: Attk: +7 / D: 1d3+1 / R: Melee / Special: Natural

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Thieves' Tools, Navigation's Tool, Journal, Inkpen, Ink, Amulet of Comprehend Languages, Ring of Fire Resistance, Potion of Control Dragon, Potion of Invulnerability, Potion of Longevity

Dwarf Traits
Infravision 60 ft. / Engineering (d6): 2-in-6 / Detect Secret Doors (d6): 2-in-6 / Listen (d6): 2-in-6

Notes 

  • Helena, or Helena Blackbanner, is a Dwarf merchant from Ferryway who managed to negotiate her own marriage contract with Norman, 'Stormin' Norman, Blackbanner by a combination of quick wit and an aggressive affection that won the dwarven warrior over. Given that Norman was a lesser son within the Clan, it fell to the two of them to seek their own fortunes as traveling merchants with the Blackbanner & Sons Mercantile and Teamster Company.
  • Has worked the routes from Dengar to Rhoona on the Vestland Border to the southern routes through the Emirates and into the Grand Duchy of Karameikos. Either as the two of them riding a carriage, to being part of a trading caravan or adventuring party.
  • Weapon of choice: Her reinforced battle rolling party made of the toughest ashen wood. 

Wednesday, May 6, 2026

Heraclius the Younger, Human Paladin

 

Heraclius the Younger

Human Paladin, 3rd Level

ANCESTRY: Human
CLASS: Paladin
LEVEL: 3
SIZE: Medium
MOVE: 30 ft.
AC: 16
BtH: +2
HP: 28
PRIME ATTRIBUTES: Charisma, Strength, Wisdom

Attributes

Strength: 18 / +3 / Save: +12
Dexterity: 10 / +0 / Save: +3
Constitution: 16 / +2 / Save: +5
Intelligence: 12 / +0 / Save: +3
Wisdom: 14 / +1 / Save: +10
Charisma: 17 / +2 / Save: +11

Combat

Spathion +1: +6 to hit, 1d8+4 damage, Melee
Pilum of Lightning (x2): Special, 1d6+20 lightning damage, Thrown, Dexterity save for half

Detect Evil

Heraclius can detect evil innately.

By concentrating for one round on an area or individual within 60 feet, he can detect evil as the spell. He must face the subject or area being examined and may use this ability as often as desired.

Divine Aura

Heraclius permanently radiates a divine ward against evil.

He gains a +2 bonus to Armor Class and a +2 bonus on all saving throws against evil creatures.

In addition, summoned or conjured evil creatures cannot make bodily contact with him through natural attacks; such attacks fail and the creature recoils. Good elementals and outsiders are unaffected by this restriction.

Divine Health

Heraclius is immune to all diseases, regardless of origin.

Lay on Hands

Once per day, Heraclius may heal himself or another creature for 6 hit points.

This healing must be applied to a single recipient and cannot be divided.

Cure Disease

Once per week, Heraclius may cure a creature of disease, regardless of the disease’s origin.

Turn Undead

Heraclius may turn undead as a 1st-level Cleric.

He makes a Wisdom check, adding his effective turning level rather than his full Paladin level. At 3rd level, his turning level is 1.

Heraldry

Heraclius gains a +4 bonus on Intelligence checks involving heraldic devices, noble houses, military insignia, banners, dynasties, and lineages.

Leadership

Heraclius gains a +4 bonus on Charisma checks involving command, maintaining discipline, rallying followers, organizing troops, and directing subordinates.

Oratory

Heraclius gains a +4 bonus on Charisma checks involving formal speeches, rhetoric, public persuasion, exhortation, and ceremonial address.

Religion

Heraclius gains a +4 bonus on Wisdom or Intelligence checks involving theology, sacred rites, holy symbols, doctrine, saints, cults, religious history, and ecclesiastical practice.

Spathion +1

Attack: +6
Damage: 1d8+4
Range: Melee

The listed totals include Heraclius’s Strength modifier and the weapon’s +1 magical enhancement.

Pilum of Lightning

Heraclius carries two enchanted pila.

When one is hurled, it transforms into a stroke of lightning along its path rather than functioning as a normal thrown weapon.

Damage: 1d6+20 lightning
Saving Throw: Dexterity for half
Range: Thrown
Special: The pilum is consumed when used.

Armor

Lorica Segmenta and Shield: AC 16

Heraclius may wear any armor and use any shield permitted by his code and circumstances. The Paladin class itself has no armor restriction.

Magic Items

Potion of Heroism: Functions according to its normal magical effect.

Phylactery of Faithfulness: Heraclius carries a phylactery that assists him in recognizing actions or choices that could endanger his alignment, faith, or Paladin status.

Equipment

Heraclius carries lorica segmenta, shield, Spathion +1, two Pila of Lightning, pack, canteen, rations, holy symbol or emblem, libram, inkpen, ink, torches, oil, and normal adventuring gear.

Notes
  • Heraclius the Younger is the son of Heraclius the Elder, which probably indicates how imaginative and innovative his family line is. The 'House of Hera' as its known are descended of the Thyatian colonists who sailed with Duke Stefan Karameikos in order to establish the Grand Duchy.
  • Despite tracing a lineage back to the Empire, Heraclius the Younger is a Paladin sworn to Cult of Tarastia, the native Immortal with the domain of Justice in honor of Heraclius mother, Darya, who is a native Traladaran.
  • Although he is of noble stock, Heraclius is currently operating with a sheared cloak, which means he is temporarily 'exiled' from the family in order to prove himself before he can assume any noble duties or amenities. He has decided to prove himself by arriving in the border city of Threshold. 

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