Party

4 characters

Kodan-Gara

Shellshroom Frostborne Brawler (Juggernaut)

Player Sam Rau Pronouns he/him

1 Level
Class Brawler Subclass Juggernaut Ancestry Shellshroom Community Frostborne
11 Evasion
Hope 6/6
Minor Mark 1 HP
11
Major Mark 2 HP
24
Severe Mark 3 HP
agility +1 Sprint
Leap
Maneuver
strength +2 Lift
Smash
Grapple
finesse 0 Control
Hide
Tinker
instinct +1 Perceive
Sense
Navigate
presence 0 Charm
Perform
Deceive
knowledge -1 Recall
Analyze
Comprehend
Hit Points 6/6
Stress 0/6
Armor slots 5/5
Experience
  • Unyielding Shell +2
  • Master Botanist +2

Class Brawler · Juggernaut

Domains Bone · Valor

Domain Effects

ability · Level 1 · Valor

Bare Bones

When you choose not to equip armor, you have a base Armor Score of 3 + your Strength and use the following as your base damage thresholds:

- Tier 1: 9/19
- Tier 2: 11/24
- Tier 3: 13/31
- Tier 4: 15/38

ability · Level 1 · Bone

Untouchable

Gain a bonus to your Evasion equal to half your Agility.

Features

Foundation · Subclass

Rugged

Juggernaut

gain a permanent +3 bonus to your Severe damage threshold.

Foundation · Subclass

Overwhelm

Juggernaut

when you succeed on an attack against a target, you can spend a Hope to throw the target within Close range or to force them to mark a Stress.

Specialization · Subclass

Surrounded

Juggernaut

when you make an attack with a Melee weapon, you can spend any number of Hope to target an equal number of additional creatures within Melee range.

Specialization · Subclass

Eye for an Eye

Juggernaut

once per rest, when an adversary within Melee range forces you to mark any number of Hit Points, you can mark a Stress to force them to mark the same number of Hit Points.

Mastery · Subclass

Pummeljoy

Juggernaut

when you critically succeed on a Melee weapon attack, you gain an additional Hope, clear an additional Stress, and gain a +1 bonus to your Proficiency for that attack.

Mastery · Subclass

Not Done Yet

Juggernaut

when you take Severe damage, you can gain a Hope or clear a Stress.

At The Lighthouse, Vell greeted him with the whole of it — all nine segments, unhurried, without stumbling: Kodan-Gara Orost-Mora Vunor Faelor-Orn Tahl Drahn-Syl Sol-Veth Vyran-Kor Vethorn. Wick, taking the roll earlier, had used the shorter "Kodan-Gara." Vell tilted his head after saying it and told him, "You have very old roots" — not as a compliment, more a plain fact, the way you'd say someone had come a long way.

On the ride east to The Watch Post, he shielded the group from a dropped Bone with his shell — held it without flinching. He's kept the lizard he rode as his mount going forward.

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Mossy Ironmug

Dwarf Slyborne Ranger (Beastbound)

Player Caleb Pronouns he/him

1 Level
Class Ranger Subclass Beastbound Ancestry Dwarf Community Slyborne
13 Evasion
Hope 6/6
Minor Mark 1 HP
6
Major Mark 2 HP
12
Severe Mark 3 HP
agility +2 Sprint
Leap
Maneuver
strength 0 Lift
Smash
Grapple
finesse -1 Control
Hide
Tinker
instinct +1 Perceive
Sense
Navigate
presence +1 Charm
Perform
Deceive
knowledge -1 Recall
Analyze
Comprehend
Hit Points 6/6
Stress 0/6
Armor slots 3/3
Experience
  • Merchant +2
  • Stubborn to a fault +2

Class Ranger · Beastbound

Domains Bone · Sage

Companion Thorn · bear

Domain Effects

ability · Level 1 · Bone

Untouchable

Gain a bonus to your Evasion equal to half your Agility.

spell · Level 1 · Sage

Vicious Entangle

Make a Spellcast Roll against a target within Far range. On a success, roots and vines reach out from the ground, dealing 1d8+1 physical damage and temporarily Restraining the target.

Additionally on a success, you can spend a Hope to temporarily Restrain another adversary within Very Close range of your target.

Features

Foundation · Subclass

Companion

Beastbound

gain a companion (Caleb's is [[char-050|Thorn]]); it acts on your turn when commanded.

Specialization · Subclass

Expert Training

Beastbound

your companion gains additional combat options and proficiency scaling.

Specialization · Subclass

Battle-Bonded

Beastbound

when your companion marks a Hit Point, you can mark a Stress to prevent it.

Mastery · Subclass

Advanced Training

Beastbound

companion gains a signature maneuver or spell-like trick per SRD.

Mastery · Subclass

Loyal Friend

Beastbound

when you would mark your last Hit Point, your companion can intercept once per rest.

When the archers moved on Serendel for firing a gun in the open, Mossy closed the distance and took the weapon out of his hand himself, dropping it to the ground before things went further. It worked — the lead archer eased off and offered food instead.

Mid-briefing at The Watch Post, Mossy reached Vell through his trap tooth: Vell confirmed that getting Dumara moving is the goal. On the ride east he rode Thorn and fixed the Bear's harness straps along the way — no new mount needed, he's got the one that matters.

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Serendel Pym

Halfling Loreborne Sorcerer (Elemental-Air)

Player Phil Preston Pronouns he/him

1 Level
Class Sorcerer Subclass Elemental-Air Ancestry Halfling Community Loreborne
10 Evasion
Hope 6/6
Minor Mark 1 HP
6
Major Mark 2 HP
12
Severe Mark 3 HP
agility -1 Sprint
Leap
Maneuver
strength 0 Lift
Smash
Grapple
finesse +1 Control
Hide
Tinker
instinct 0 Perceive
Sense
Navigate
presence +2 Charm
Perform
Deceive
knowledge +1 Recall
Analyze
Comprehend
Hit Points 6/6
Stress 0/6
Armor slots 3/3
Experience
  • Nope +2
  • Wise Beyond Years +2

Class Sorcerer · Elemental-Air

Domains Arcana · Midnight

Domain Effects

No domain cards.

Features

Foundation · Subclass

Elementalist

Elemental-Air

mark an element at creation (Air for this PC); gain access to Elemental spells.

Specialization · Subclass

Natural Evasion

Elemental-Air

when making an Agility reaction roll, mark a Stress to add your Proficiency.

Mastery · Subclass

Transcendence

Elemental-Air

once per rest, become a being of your element until you mark your last Hit Point or choose to end the effect.

At The Footprint Pools, Vaelira handed Serendel a revolver taken off Sable Rook — she'd assumed he was a Gnome and figured he'd make more sense of it than she could. He recognized it immediately: a flash of memory, his grandfather teaching him to fire one as a boy — "Weapons like this are tools, not toys." He checked the cylinder and fired. The shot killed the Giant Centipede at the pool's edge; a gust of wind braced him against the recoil without his quite noticing why.

The gunshot drew the archers fast, and they moved on him for firing a weapon in the open. He wasn't inclined to hand it over — until Mossy closed the distance and took it out of his hand himself, ending things before they went further. Serendel unloaded the gun afterward, kept the rounds, and kept the gun. It's his now, carried as a spare alongside his usual gear.

He spent a little longer at the pool's edge examining the crystal deposit itself — cut his fingers on it, didn't work out how it becomes essentia. On the ride east to The Watch Post he brought up the rear on a slow Buffalo, using wind to cool the rest of the party ahead of him — his kept mount going forward.

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Vaelira

Half Elf / Infernis Slyborne Wizard (School of War)

Player Jordan Swears Pronouns she/her

1 Level
Class Wizard Subclass School of War Ancestry Half Elf / Infernis Community Slyborne
11 Evasion
Hope 5/6
Minor Mark 1 HP
7
Major Mark 2 HP
14
Severe Mark 3 HP
agility 0 Sprint
Leap
Maneuver
strength -1 Lift
Smash
Grapple
finesse 0 Control
Hide
Tinker
instinct +1 Perceive
Sense
Navigate
presence +1 Charm
Perform
Deceive
knowledge +2 Recall
Analyze
Comprehend
Hit Points 5/5
Stress 0/6
Armor slots 3/3
Experience
  • Voldaen Infiltrator +2
  • Magical Initiate +2

Class Wizard · School of War

Domains Codex · Splendor

Domain Effects

grimoire · Level 1 · Codex

Book of Illiat

Slumber: Make a Spellcast Roll against a target within Very Close range. On a success, they're Asleep until they take damage or the GM spends a Fear on their turn to clear this condition.

Arcane Barrage: Once per rest, spend any number of Hope and shoot magical projectiles that strike a target of your choice within Close range. Roll a number of d6s equal to the Hope spent and deal that much magic damage to the target.

Telepathy: Spend a Hope to open a line of mental communication with one target you can see. This connection lasts until your next rest or you cast Telepathy again.

grimoire · Level 1 · Codex

Book of Tyfar

Wild Flame: Make a Spellcast Roll against up to three adversaries within Melee range. Targets you succeed against take 2d6 magic damage and must mark a Stress as flames erupt from your hand.

Magic Hand: You conjure a magical hand with the same size and strength as your own within Far range.

Mysterious Mist: Make a Spellcast Roll (13) to cast a temporary thick fog that gathers in a stationary area within Very Close range. The fog heavily obscures this area and everything in it.

Features

Foundation · Subclass

Battlemage

School of War

you can wield weapons without penalty and weave magic in the thick of combat.

Specialization · Subclass

Face Your Fear

School of War

when you succeed on a roll while an adversary is within Close range, gain a Hope.

Specialization · Subclass

Conjure Shield

School of War

spend a Hope to conjure a barrier that absorbs incoming harm (per SRD).

Mastery · Subclass

Fueled by Fear

School of War

marking Stress from fear effects can empower your next spell.

Mastery · Subclass

Thrive in Chaos

School of War

bonuses when multiple adversaries or hazards are in play.

Mastery · Subclass

Have No Fear

School of War

capstone resistance to fear and morale breaks.

At The Footprint Pools, Vaelira searched Sable Rook while she was still out — kept the gold, left the knife and the spyglass. When Sable woke, Vaelira crouched to her level and pressed her on the raid; Sable's answer was blunt: her crew found the pool first, and the party ruined the harvest getting there. She handed Sable's revolver off to Serendel — she'd pegged him for a Gnome and figured he'd know better what to do with it than she would.

Afterward, at the pool's edge, she noticed the crystal deposits nearby orienting toward her, unprompted — nothing she did to provoke it, just her presence alone. On the ride east she rode a Giant Centipede, and mid-journey she pulled her Voldaen Coin aside to reach Vell directly about the blocked east road — his answer was current as of the last time he'd seen it, no fresher than that.

She's kept the centipede as her mount going forward.

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