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Adventure Team Bugbear

Adventure Team Bugbear - franchise location Stoneport
Chronicler - A Gnome named Feabea Staccan / Rogue level 6
Scout - An elf named Vestal vorrin / Ranger level 6
Rock root - A Goliath named Roccan Crush / Fighter level 6
Catalogue - A Dwarven woman named Jess Proudhammer / Bard level 6

History

Chronicler - A Gnome named Feabea Staccan / Rogue level 6 Feabea hails from the Western city of the Fletching one of the twin cities of the Gnomes.  She lost her parents at a young age and found herself on the streets.  Though Gnome society is incredibly inventive and intelligent their lack of empathy and awareness means many citizens who fall on hard times get lost in the cracks.  These gnomes form crafty thieves guilds most of whom work as confidence men/women distracting the wealthy while their teammates sack the premises.  Feabea eventually wandered away from the twin cities guilty over having stolen from fellow Gnomes (including one job stealing from a rich aunt that still haunts her).  She wound up in the points working with the Hare’s Catch, a far reaching Thieves Guild. Her life changed one day when she lifted a pouch of gold from a wizard.  The pouch was cursed and changed her into a small tree, but the wizard was so impressed with her he offered her a job in his new organization.
  Scout - An elf named Vestal vorrin / Ranger level 6 Vestal grew up with a wealthy family in the Elven city of Orahero.  The insular forest realms spend a lot of time teaching their young about the intricate workings of elven royalty and the expansive history of the realm and very little time on the rest of Tanaheim. The rest of the continent is filled with rabble and low born races who should be ignored or at best used for trade and little else.  Vestal had an open mind and began to ask questions about the rest of the world.  This led her on a quest to explore the rest of Tanaheim.  She eventually wandered into a Stoneport with the idea of sailing a boat to Dragon Mouth but got caught up in an adventure involving a mountain Cave and an enchanted chalice.  Her and her new companions fought off two Ettins at once and then got paid for the chalice. 
  Rock root - A Goliath named Roccan Crush / Fighter level 6 A rare species in Tanaheim, Goliath’s are almost always outcasts, hired labor, or mercenaries.  They have a. Few scattered tribes in the Icelands and on the Eiger Sanction who tend to keep to themselves.  Young Roccan Crush however had grander dreams, he wanted to be a famous librarian!  Many told him over and over that there is no such thing and that may even be an oxymoron but this just spurred his imagination.  He left his tribe and wound up in Helletown by the Great Lake the Eye of Hellenox.  Here he began his great book collection but books are expensive. He joined a band of mercenaries to get paid to buy more books, this led to his experience as a fighter growing exponentially.  His book collection on the other hand was much slower to grow.  He eventually moved to Stoneport to train at the Rose of Knowledge in Libranology (his word), but only gained more mercenary experience.  Every day he would go to the Rose to ask for an apprenticeship but after hearing that he was starting a rival library and wanted to be famous for it they turn him down.  To pay the bills and buy more books he became a city guard or Warden.  One day he attempted to arrest a small Gnome girl for stealing from a ministers office.  She talked circles around him and convinced him he could make more money working for her new team Adventure Team Bugbear.  He agreed, his dream of being the most famous librarian alive once more!
  Catalogue - A Dwarven woman named Jess Proudhammer / Bard level 6 Jessara Palidar Proudhammer is the daughter of a dwarven Baron (Pallidus Proudhammer) with a high standing in the Forge Horne of Stoneport.  She was raised to continue the traditions of living in Dwarven High society of Stoneport.  Jess, however, was too adventurous and active for this life and hitched a ride to the The Points aboard a carriage of mummers.  This troupe of musicians, actors, and performers showed her a much different life and taught her to play the lute and the Concertina.  She also learned to fight with dagger and rapier from the stage actors.  Some of whom would moonlight as monster hunters and dungeon delvers depending on the needs of the small towns they visited during their travels.  Once she got to the points she met a Gnome named Feabea and they “accidentally” rescued some gold from some drunk gamblers who had just left the casino.

Demography and Population

Jess Proudhammer / Class & Level: Bard 6 (College of Valor) Background: Guild Artisan Alignment: Neutral Good Experience: 14,980 xp     ABILITY SCORES & ABILITIES (* includes +3 proficiency bonus; ** includes expertise, if any)   Strength 13 +1 ... Strength Ability Checks +1 ... Strength Saving Throws +2 ... Athletics Skill 195 lbs. ... Maximum Carrying Capacity 390 lbs. ... Max. Push or Drag (Speed -5 ft.) 390 lbs. ... Maximum Lift   Dexterity 14 +2 ... Dexterity Ability Checks +5 ... Dexterity Saving Throws * +3 ... Acrobatics Skill +5 ... Sleight of Hand Skill * +8 ... Stealth Skill **     Constitution 15 +2 ... Constitution Ability Checks +2 ... Constitution Saving Throws   Intelligence 8 -1 ... Intelligence Ability Checks -1 ... Intelligence Saving Throws +0 ... Arcana Skill +2 ... History Skill * +0 ... Investigation Skill +0 ... Nature Skill +0 ... Religion Skill   Wisdom 10 +0 ... Wisdom Ability Checks +0 ... Wisdom Saving Throws +1 ... Animal Handling Skill +3 ... Insight Skill * +1 ... Medicine Skill +1 ... Perception Skill +1 ... Survival Skill   Charisma 17 +3 ... Charisma Ability Checks +6 ... Charisma Saving Throws * +4 ... Deception Skill +4 ... Intimidation Skill +9 ... Performance Skill ** +6 ... Persuasion Skill *   COMBAT [PHB p. 189]   11 ... Passive Perception +3 ... Initiative Modifier   Armor Class 15 ... Armor worn: chain shirt   25 ft. Speed ... Base distance per move   45 hit points ... 6d8 Hit Dice     Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft. Hit: 1d8+2 piercing damage.     Dagger (offhand, two-weapon fighting as bonus action). Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. 1d4 piercing damage. (If thrown, normal range to 20 ft.; disadvantage long range 21 to 60 ft.)     Vicious Mockery Cantrip. Ranged Spell Attack: Target within 60 feet that can hear you must make a DC 14 Wisdom saving throw or take 2d4 psychic damage and have disadvantage on next attack made before the end of its next turn. (No damage if made save.)     FEATURES, TRAITS, SPECIAL ABILITIES   Guild Artisan Background [PHB p. 132]   • Feature: Guild Membership.   • Traits: Family are weavers, dyers. Versatile mind.   • Ideal: Puts people over ideals.   • Bond: Gives discount to temples.   • Flaw: Reputation for inflated prices.     Proficiencies & Languages • Proficiency Bonus: +3 • Armor: light armor, medium armor, shields • Weapons: simple weapons, martial weapons, battleaxe, handaxe, hand crossbow, longsword, rapier, shortsword, throwing hammer, warhammer • Tools: one type of artisan's tools, drum, bagpipes, lute (musical instruments), brewer's supplies • Saving Throws: Dexterity, Charisma • Skills: History, Insight, Performance, Persuasion, Sleight of Hand, Stealth • Languages: Common, Dwarvish, Giant     Mountain Dwarf Traits [PHB p. 20]   • Age: 75 years old   • Medium Size (4' 6", 190 lbs.)   • Speed not reduced by heavy armor   • Darkvision (60 feet)   • Dwarven Resilience (versus poison)   • Dwarven Armor Training (light, med.)   • Dwarven Combat Training (var. weapons)   • Tool Proficiency (brewer's supplies)   • Stonecunning (stonework lore)     Bard Class Features [PHB p. 41]   • Ritual Casting   • Bardic Inspiration (d8) (3 uses per day)   • Jack of All Trades (non-prof. bonus)   • Song of Rest (+1d6 hp/rest)   • Combat Inspiration (boost ally dmg. or AC)   • Expertise (prof. noted with **)   • Font of Inspiration (short rest resets)   • Countercharm (adv. fear, charm)   • Extra Attack (2/attack)     Spellcasting [PHB p. 201]   Spell Attack Modifier +6 Spell Save DC 14 Cantrips Known: Blade Ward, Prestidigitation, Vicious Mockery     Prepared Spells 1st Level (4 slots): Charm Person, Detect Magic, Faerie Fire, Healing Word   2nd Level (3 slots): Hold Person   3rd Level (3 slots): Fear, Clairvoyance, Dispel Magic, Hypnotic Pattern     EQUIPMENT & TREASURE     Carried Gear (PHB, p. 143): chain shirt (AC 13), rapier, dagger, diplomat's pack (chest, 2 cases for papers, set of fine clothes, ink bottle, ink pen, lamp, 2 flasks of oil, 5 paper sheets, perfume vial, sealing wax, soap), calligrapher's supplies (pens, papers, special inks), belt pouch, set of common clothes, set of traveler's clothes, a letter of introduction from your guild. (This load is about 101 lbs.; add 1 lb. per 50 coins carried.)     Coins & Gems: 589 gold pieces (gp 29 silver pieces (sp 12 copper pieces (cp 8 gems (worth 50 gp each)
Type
Adventuring Party
Currency
Feabea Staccan / Rogue level 6 -
Background: Pirate
Alignment: Chaotic Neutral
ABILITY SCORES & ABILITIES (* includes +3 proficiency bonus; ** includes expertise, if any)
Strength 8 -1 ... Strength Ability Checks -1 ... Strength Saving Throws +2 ... Athletics Skill * 120 lbs. ... Maximum Carrying Capacity 240 lbs. ... Max. Push or Drag (Speed -5 ft.) 240 lbs. ... Maximum Lift
  Dexterity 18 +4 ... Dexterity Ability Checks +7 ... Dexterity Saving Throws * +4 ... Acrobatics Skill +10 ... Sleight of Hand Skill ** +10 ... Stealth Skill **
    Constitution 14 +2 ... Constitution Ability Checks +2 ... Constitution Saving Throws
  Intelligence 15 +2 ... Intelligence Ability Checks +5 ... Intelligence Saving Throws * +2 ... Arcana Skill +2 ... History Skill +5 ... Investigation Skill ** +2 ... Nature Skill +2 ... Religion Skill
  Wisdom 10 +0 ... Wisdom Ability Checks +0 ... Wisdom Saving Throws +0 ... Animal Handling Skill +3 ... Insight Skill * +0 ... Medicine Skill +3 ... Perception Skill * +0 ... Survival Skill
  Charisma 12 +1 ... Charisma Ability Checks +1 ... Charisma Saving Throws +4 ... Deception Skill ** +1 ... Intimidation Skill +4 ... Performance Skill * +1 ... Persuasion Skill
  COMBAT [PHB p. 189] 13 ... Passive Perception +4 ... Initiative Modifier
Armor Class 15 ... Armor worn: leather armor
25 ft. Speed ... Base distance per move
45 hit points ... 6d8 Hit Dice
    Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft. Hit: 1d8+4 piercing damage.     Shortbow. Ranged Weapon Attack: +7 to hit. Hit: 1d6+4 piercing damage. (Normal range to 80 ft.; disadvantage long range 81 to 320 ft. Must be used two-handed.)     Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. 1d4+4 piercing damage. (If thrown, normal range to 20 ft.; disadvantage long range 21 to 60 ft.)     Sneak Attack: Once per turn, deal extra damage to one creature hit if attack with advantage using finesse or ranged weapon. Don't need advantage if an enemy of the target is within 5 feet of it, enemy isn't incapacitated, and you don't have disadvantage on attack.     FEATURES, TRAITS, SPECIAL ABILITIES   Pirate Background [PHB p. 139]   • Feature: Bad Reputation.   • Traits: Always cases for heists. Seeks a new life mate.   • Ideal: Kill as a warning to others.   • Bond: Hopes to reform someday.   • Flaw: Can't resist a pretty face.     Proficiencies & Languages • Proficiency Bonus: +3 • Armor: light armor • Weapons: simple weapons, hand crossbow, longsword, rapier, shortsword • Tools: navigator's tools, vehicles (water) • Saving Throws: Dexterity, Intelligence • Skills: Athletics, Insight, Perception, Performance, Sleight of Hand, Stealth • Languages: Common, Thieves' Cant, Gnomish     Forest Gnome Traits [PHB p. 35]   • Age: 65 years old   • Medium Size (3' 3", 39 lbs.)   • Darkvision (60 feet)   • Gnome Cunning (adv. on Intelligence, Wisdom, Charisma saving throws vs. magic)   • Natural Illusionist (Minor Illusion cantrip)   • Speak With Small Beasts     Rogue Class Features [PHB p. 94]   • Expertise (prof. noted with **)   • Sneak Attack (+3d6)   • Thieves' Cant (slang speak in code)   • Cunning Action (Dash, Disengage or Hide)   • Fast Hands (Cunning Action Sleight Of Hand, thieves' tools, use object)   • Second-Story Work (fast climb, double jump distance)   • Uncanny Dodge (use reaction for half damage vs. attack you can see)       EQUIPMENT & TREASURE     Carried Gear (PHB, p. 143): leather armor (AC 11), rapier, two (2) daggers, shortbow and 20 arrows, thieves' tools (lockpicks, small file and pliers, tiny mirror), belt pouch, set of common clothes, rope (silk, 50 feet), belaying pin (club), a non-magical lucky charm. (This load is about 35 lbs.; add 1 lb. per 50 coins carried.)     Coins & Gems: 636 gold pieces (gp 56 silver pieces (sp 57 copper pieces (cp 2 gems (worth 50 gp each)
Legislative Body
Vestal vorrin / Ranger level 6 -Class & Level: Ranger 6 (Hunter) Background: Noble Alignment: Neutral Good Experience: 14,840 xp     ABILITY SCORES & ABILITIES (* includes +3 proficiency bonus; ** includes expertise, if any)   Strength 12 +1 ... Strength Ability Checks +4 ... Strength Saving Throws * +4 ... Athletics Skill * 180 lbs. ... Maximum Carrying Capacity 360 lbs. ... Max. Push or Drag (Speed -5 ft.) 360 lbs. ... Maximum Lift   Dexterity 19 +4 ... Dexterity Ability Checks +7 ... Dexterity Saving Throws * +4 ... Acrobatics Skill +4 ... Sleight of Hand Skill +4 ... Stealth Skill     Constitution 13 +1 ... Constitution Ability Checks +1 ... Constitution Saving Throws   Intelligence 8 -1 ... Intelligence Ability Checks -1 ... Intelligence Saving Throws -1 ... Arcana Skill +2 ... History Skill * -1 ... Investigation Skill -1 ... Nature Skill -1 ... Religion Skill   Wisdom 15 +2 ... Wisdom Ability Checks +2 ... Wisdom Saving Throws +5 ... Animal Handling Skill * +2 ... Insight Skill +2 ... Medicine Skill +5 ... Perception Skill * +5 ... Survival Skill *   Charisma 10 +0 ... Charisma Ability Checks +0 ... Charisma Saving Throws +0 ... Deception Skill +0 ... Intimidation Skill +0 ... Performance Skill +3 ... Persuasion Skill *   COMBAT [PHB p. 189]   15 ... Passive Perception +4 ... Initiative Modifier   Armor Class 16 ... Armor worn: leather armor   35 ft. Speed ... Base distance per move   46 hit points ... 6d10 Hit Dice     Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft. Hit: 1d6+4 piercing damage.     Longbow. Ranged Weapon Attack: +7 to hit. Hit: 1d8+4 piercing damage. (Normal range to 150 ft.; disadvantage long range 151 to 600 ft. Must be used two-handed.)     Fighting Style: Defense. In armor, gain +1 to AC.     FEATURES, TRAITS, SPECIAL ABILITIES   Noble Background [PHB p. 135]   • Feature: Position of Privilege   • Traits: Your parent was a military genius. Humble nature.   • Ideal: Avoids political games.   • Bond: Proclaims loyalty to crown.   • Flaw: Sees commoners as trash.     Proficiencies & Languages • Proficiency Bonus: +3 • Armor: light armor, medium armor, shields • Weapons: simple weapons, martial weapons, longbow, longsword, shortbow, shortsword • Tools: one type of gaming kit • Saving Throws: Strength, Dexterity • Skills: Animal Handling, Athletics, History, Perception, Persuasion, Survival • Languages: Common, Undercommon, Elvish, Orc, Deep Speech     Wood Elf Traits [PHB p. 23]   • Age: 180 years old   • Medium Size (5' 4", 140 lbs.)   • Darkvision (60 feet)   • Elf Weapon Training (swords, bows)   • Fey Ancestry (vs. charm, no sleep)   • Keen Senses (Perception)   • Mask of the Wild (hide outdoors)   • Trance (4 hrs. as 8 hrs. sleep)     Ranger Class Features [PHB p. 90]   • Favored Enemy: Aberrations and Oozes (adv. on Survival checks to track, Intelligence to recall lore)   • Natural Explorer: The Underdark and Coastal (double proficiency bonus on Wisdom and Intelligence on favored terrain)   • Primeval Awareness (spell slots to sense creatures in 1 mile, or 6 miles in favored terrain)   • Hunter's Prey: Giant Killer (free attack when Large or larger foe misses within 5 feet)   • Extra Attack (2/attack)     Spellcasting [PHB p. 201]   Spell Attack Modifier +5 Spell Save DC 13 Cantrips Known: No Ranger cantrips     Prepared Spells 1st Level (4 slots): Detect Magic, Fog Cloud, Animal Friendship   2nd Level (2 slots): Beast Sense     EQUIPMENT & TREASURE     Carried Gear (PHB, p. 143): leather armor (AC 11), two (2) shortswords, longbow and 20 arrows, set of fine clothes, a signet ring, a scroll of pedigree, a purse. (This load is about 32 lbs.; add 1 lb. per 50 coins carried.)     Coins & Gems: 617 gold pieces (gp 27 silver pieces (sp 33 copper pieces (cp 2 gems (worth 50 gp each)
Judicial Body
Goliath - Roccan Crush Level 6 Fighter Class & Level: Fighter 6 (Battle Master) Background: Criminal Alignment: Neutral Experience: 14,560 xp     ABILITY SCORES & ABILITIES (* includes +3 proficiency bonus; ** includes expertise, if any)   Strength 20 +5 ... Strength Ability Checks +8 ... Strength Saving Throws * +8 ... Athletics Skill * 600 lbs. ... Maximum Carrying Capacity 1200 lbs. ... Max. Push or Drag (Speed -5 ft.) 1200 lbs. ... Maximum Lift   Dexterity 13 +1 ... Dexterity Ability Checks +1 ... Dexterity Saving Throws +1 ... Acrobatics Skill +1 ... Sleight of Hand Skill +4 ... Stealth Skill * (Disadv.)     Constitution 17 +3 ... Constitution Ability Checks +6 ... Constitution Saving Throws *   Intelligence 8 -1 ... Intelligence Ability Checks -1 ... Intelligence Saving Throws -1 ... Arcana Skill -1 ... History Skill -1 ... Investigation Skill -1 ... Nature Skill -1 ... Religion Skill   Wisdom 12 +1 ... Wisdom Ability Checks +1 ... Wisdom Saving Throws +4 ... Animal Handling Skill * +1 ... Insight Skill +1 ... Medicine Skill +4 ... Perception Skill * +1 ... Survival Skill   Charisma 10 +0 ... Charisma Ability Checks +0 ... Charisma Saving Throws +3 ... Deception Skill * +0 ... Intimidation Skill +0 ... Performance Skill +0 ... Persuasion Skill   COMBAT [PHB p. 189]   14 ... Passive Perception +1 ... Initiative Modifier   Armor Class 19 ... Armor worn: chain mail, shield   30 ft. Speed ... Base distance per move   58 hit points ... 6d10 Hit Dice     Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft. Hit: 1d8+5 slashing damage. (If used two-handed in melee, does 1d10+5 damage.)     Javelin. Melee Weapon Attack: +8 to hit, reach 5 ft. Hit: 1d6+5 piercing damage. (If thrown, normal range to 30 ft.; disadvantage long range 31 to 120 ft.)     Fighting Style: Defense. In armor, gain +1 to AC.     FEATURES, TRAITS, SPECIAL ABILITIES   Criminal Background [PHB p. 129]   • Feature: Criminal Contact.   • Traits: Always has a back-up plan. Overprotective manner.   • Ideal: Taxes are the real crime.   • Bond: Seeks rise within the thieves' guild.   • Flaw: Wastes money in taverns.     Proficiencies & Languages • Proficiency Bonus: +3 • Armor: light armor, medium armor, heavy armor, shields • Weapons: simple weapons, martial weapons • Tools: gambling dice • Saving Throws: Strength, Constitution • Skills: Animal Handling, Athletics, Deception, Perception, Stealth • Languages: Common, Giant     Goliath Traits [VGtM p. 108]   • Age: 31 years old   • Medium Size (6' 8", 236 lbs.)   • Stone's Endurance (reaction to reduce damage 1d12+3 once per short rest)   • Powerful Build (carry, push, drag, lift as if large size)   • Mountain Born (used to high altitudes and cold climates)     Fighter Class Features [PHB p. 70]   • Fighting Style (Defense)   • Second Wind (regain 1d10+6 h.p.)   • Action Surge (extra action in turn once betw. short rests)   • Extra Attack (2/attack)       Combat Superiority   • four 1d8 Superiority dice per short or long rest   • Maneuver Save DC 16       Maneuvers Known [PHB p. 74]   • Feinting Attack (bonus action to gain adv. on attack)   • Precision Attack (add die to attack)   • Riposte (reaction attack when foe misses)       EQUIPMENT & TREASURE     Carried Gear (PHB, p. 143): chain mail armor (AC 16), shield (AC +2), longsword, javelin, smith's tools (anvil, hammers, tongs, etc.), belt pouch, crowbar, set of dark common clothes with a hood. (This load is about 140 lbs.; add 1 lb. per 50 coins carried.)     Coins & Gems: 587 gold pieces (gp 43 silver pieces (sp 20 copper pieces (cp 3 gems (worth 50 gp each)
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