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LEVEL 5 BARBARIAN - EAGLE PATH CHAOTIC GOOD Though most lutrai are friendly and easygoing, there are exceptions like Kuwai here. He’s a little barbarian, explosively-tempered, disrespectfully-blunt, and prone to aggressively-bad behavior of all kinds. His parents were exiled from Koau just after he was born, leaving him to be raised by his mad adventuring uncle and the other orphans of the island’s outcast cargo cult, also known as the 'Wavers'. This made him a very popular scapegoat, a role he embraced even as a child, uniting others as bullies often do, and giving his tribe its share of cautionary tales. Even his name speaks to this turbulence, a mangling of ‘Khu-Wai’, or ‘destroying wave’. ARMOR CLASS: 19 HIT POINTS: 60 MOVEMENT: 40, Swim 40 STR 14, DEX 16, CON 19*, INT 10, WIS 10, CHA 11 SAVING THROWS: STR +5, CON +5 SKILLS: Athletics +5, Perception +3, Stealth +6, Sleight of Hand +6 ATTACK +5 (Aktak Stick) Damage: 1d8+2 RANGED ATTACK +6 (Slap Shot) Range 30/120 Damage: 1d4+2 Feat (Magic Initiate): Kuwai can cast Jump once per day, allowing him to make 50' leaps for about a minute. He also uses two Cantrips, Minor Illusion and Message for hunting parties. The former lets him camouflage himself as a bush, bait a trap, or immitate any animal call he's heard. The second lets him coordinate silently with his fellow hunters.
Items That thing around his neck is his Five Claw Necklace, at the center of which is one Suma's peculiar pill dispensers. He's supposed to take one of these every day, and he does, enhancing his natural vitality considerably. Other Gear: Wooden shield, dagger, cestus, Explorer's Pack, waterskin, shot-stones (6) Other Abilities: Rage x3, Danger Sense, Reckless Attack, Extra Attack, Fast Movement, Swim Speed
Tactics: Kuwai uses hit and run or ambush whenever possible, fighting more like a hunter than a warrior. A common move is to drag opponents into the water with his combat grapnel and then just pull them down with his swim speed. His Advantage on Athletics checks and very high mobility allow him to hold opponents underwater where many have a difficult time, especially spellcasters or ranged attackers. While raging, he'll use his Dash bonus action in conjuction with his Jump spell to spring out of the water like an alligator and pull grappled opponents back in a single maneuver, dragging them up to 20' from shore or under the surface.
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LEVEL 5 BARD - LORE CHAOTIC GOOD Marteke is chief Whaal’s adopted daughter, another of those orphaned by the exile of the Waver cargo cult. Since she was too young to remember, she’s been raised to distance herself from the whole thing, but couldn’t escape her circle of more enthusiastic cult friends or the incredible music of the outer world. She’s got a warm, approachably-carefree attitude and a sensible sort of optimism that’s very influential, and behind those soft eyes and that sleepy smile there’s a sphynx-like poise which is hard to shake. She could probably negotiate with a disaster, if given the chance, but her stepfather insists that she’s going to be one of Cha’Huate’s sacred singers and that the Assembly will finally forgive his village for the whole Waver business thereafter. Until then, she just wants to be a beach bum and wander the outer shores with Wau’s radio and a beach towel. ARMOR CLASS: 12 HIT POINTS: 28 MOVEMENT: 30, Swim 30 STR 10, DEX 15, CON 10, INT 14, WIS 12, CHA 16 SAVING THROWS: INT +5, CHA +6 SKILLS: Perform* +9, Persuasion* +9, Perception* +7, Nature +4, Investigation +5, Arcana +5, Stealth +5, Insight +4 ATTACK +3 (Aktak Stick) Damage: 1d8 RANGED ATTACK +5 (Blowgun) Range 25/100 Damage: 1 + Wyvern Poison (DC 15) 7d6 poison SPELL DC 14 Feat (Skill Expert): Marteke put all her heart into performing, which rounded her Charisma up to 16, gave her Expertise in Perform, and a supplemental skill (Persuasion). This is usually combined with her Enthrall to captivate or distract an audience, or keep a crowd from doing something rash.
CANTRIPS Light, Message, Minor Illusion LEVEL 1 Animal Friendship, Cure Wounds, Heroism, Speak with Animals LEVEL 2 Enhance Ability, Enthrall, Shatter LEVEL 3 Leomund's Tiny Hut, Major Image Items Marteke carries a wide variety of unusual body paint, some of which has peculiar properties. The most significant of these were passed on to her by her mentor, and serve to greatly-enhance the more mundane body paint, which only glows in moonlight. This is Glowrune Pigment. The runes are Journey, Life, Light, Mountain, and Shield. She also has a jar of medical gel from Captain From's emergency kit, which is effectively Keogtom's Ointment. Other Gear: Dagger, Explorer's Pack, waterskin Other Abilities: Bardic Inspiration (1d8), Expertise, Font of Inspiration, Song of Rest (1d6), Jack of All Trades, Cutting Words (1d8)
Tactics: Marteke doesn't like to fight at all, and would rather confuse and/or beguile. She may use Major Image to appear as her own twin, or one of her friends, or both, or conjure up imaginary monsters. Protective animal friends might be real, or a mirage. She has a very dangerous poison reserved for life-threatening situations, kept in its own white bamboo tube. In combat she may hold back and ready an action to create illusory interference of various sorts.
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LEVEL 5 WIZARD - ILLUSIONIST NEUTRAL GOOD Wau has the mixed blessing of a very sharp mind, and a stumbling wit. He’s the youngest of the Wavers and their most dedicated leader, at least now that the rest are gone. Like the others, he never knew his parents and grew up hearing about the terrible things they did. Teased for his small size and funny words, he often isolates himself in his hood and visor, which show him fragments of the lost world from whence it came. His name is just a teasing of ‘What?’, owing to the fact that he talks about a lot of things people don’t understand. Those who know about his visor think it might have driven him crazy. He's learned to keep to himself and his small group of friends, and to hide all of his Waver-cult artifacts in very cunning ways. ARMOR CLASS: 15 HIT POINTS: 20 MOVEMENT: 30, Swim 30 STR 10, DEX 14, CON 10, INT 16, WIS 14, CHA 12 SAVING THROWS: INT +6, WIS +5 SKILLS: Investigation +7, Insight +5, Perception +5, History +4 ATTACK +3 (Aktak Stick) Damage: 1d8 RANGED ATTACK +5 (Laser Pistol) Range 40/120 Damage: 3d6 radiant (33/50) SPELL DC 14 Feat (Observant): Wau is really observant, mostly thanks to his visor's training. He has exceptional eyesight and insight, with a Passive Perception 21 and Passive Investigation 22. If there's something off about a situation, he'll almost always be the one to feel it. He can also read lips. If he's got time, he'll also use his Borrowed Knowledge to gain the required skills to analyze a situation.
CANTRIPS Light, Minor Illusion (with sound), Message, True Strike LEVEL 1 Identify, Silent Image, Mage Armor, Fog Cloud LEVEL 2 Borrowed Knowledge, Phantasmal Force, Invisibility LEVEL 3 Lightning Bolt, Counterspell Items Wau has a number of curious Waver artifacts, such as his lighter, his mysterious key, and an AM-L09 Laser Pistol.. He keeps it hidden at the crash site but will retrieve it in emergencies. He's also got a few other trinkets like the visor's Translator and two tubes of Ultra-Lubricant. Lastly, he's got a bottle of 6 Life Extension Pills. Other Gear: Dagger, Explorer's Pack, waterskin Other Abilities: Arcane Recovery, Arcane Tradition, Improved Minor Illusion Tactics: Wau isn't much of a fighter but he's a great tactician and he'll usually have a complicated plan for Kuwai to reject. He may use his gadgets to cloak himself (Invisibility) so he can Investigate a situation for advantages. His higher AC is the result of his (Mage Armor), which is actually Captain From's jacket and its ballistic weave. The last resort is his (Lightning Bolt), which was Captain From's so-called 'Ultra-Taser'.
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LEVEL 5 CLERIC - LIGHT NEUTRAL GOOD Suma, the consummate good girl and overly-compassionate priestess. She’s always trying to help the injured, or the sad, or anyone who isn’t busy. She is energetically mom, or wants to be, with a heart of gold and head of air. Luckily for her, she has almost supernatural good fortune, or else has paid some vast karmic debt in advance and now seems to exist entirely by divine grace. Some people claim that she died when she was a child and was sent back to worry about even more people. She’s the group’s moral compass, and though she can be a little too compassionate, her heart is in the right place. So is she, apparently, having nearly been killed several times since she died. Supposedly. ARMOR CLASS: 13 HIT POINTS: 38 MOVEMENT: 30, Swim 30 STR 10, DEX 10, CON 14, INT 12, WIS 16, CHA 14 SAVING THROWS: WIS +6, CHA +5 SKILLS: Insight +7, Persuasion +5, Perception +6, Religion +6 ATTACK +3 (Aktak Stick) Damage: 1d8 RANGED ATTACK +5 (Sacred Flame) Range 60' Damage: 2d8 radiant (Dexterity DC 15) SPELL DC 15 Feat (Alertness): Suma has a bit of a sixth sense when it comes to hidden threats, and as a result she's rarely caught offguard. She'd tell you it's just intuition, though it combines well with Wau's Observant feat and allows the two of them to combine their perceptions to reduce the risk of ambush.
CANTRIPS Light, Mending, Guidance, Word of Radiance, Sacred Flame LEVEL 1 Sanctuary, Cure Wounds, Healing Word, Bless, Burning Hands, Faerie Fire LEVEL 2 Warding Bond, Lesser Restoration, Prayer of Healing, Flaming Sphere, Scorching Ray LEVEL 3 Spirit Guardians, Revivify, Daylight, Fireball Items Suma rejected the new gifts of Cha'Huate's Sacred Time Life domain in favor of traditional sun worship, and an Amulet of the Devout +1 is the evidence of her classic faith. She also wears a Periapt of Health as a piercing. Finally, she's got a jar of her own replicated version of Captain From's medical gel, which is Rym's version of Keogtom's Ointment. Other Gear: Dagger, Explorer's Pack, waterskin Other Abilities: Warding Flare (x3), Radiance of the Dawn, Channel Divinity (x2), Destroy Undead Tactics: Suma is often the quickest to act and so she'll either buff the group or put a Sanctuary on herself. When they're all fighting together, she'll stay at the center of the triangle with Spirit Guardians to protect the group, using periodic Channel Divinity Effects such as Radiance of the Dawn (2d10+5). Only when she is extremely upset will she use her Fireball, which has the look of a photon torpedo. She often has her Warding Bond shared with Wau in any dangerous situation.
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