Strength Dexterity Constitution Intelligence Wisdom Charisma
18 [+4] 6 [-2] 14 [+2] 12 [+1] 11 [+0] 12 [+1]

Human, Urban Bounty Hunter, Fighter


Neutral Good

  • Size: Medium [5’9”, 92 lb]
  • Speed: 30
  • Exp: Level 2
  • HP:32 (10 + Con Modifier) [+D10 + Con].
  • Level Proficiency: +2 [Level 1].
  • Saving Throws: Strength, Con
  • Passive Perception: 12 (10 + Perception trained)
  • AC: 18 (15 chain, +1 feat, +2 shield)
  • To Hit: +5 (+3 str, +2 prof)


  • Weapon Proficiency: Simple, martial
  • Armour Proficiency: All, shields
  • Tool Proficiencies: Dice set, thieves' tools
  • Languages: Common, Dwarven
  • Skills: Insight (Wis), Stealth (Dex), Athletics (Str), Perception (Wis), Sleight of Hand (Dex)

Traits and Features:

  • Heavy Armour Master: -3 to damage taken to all non-magical bludgeoning, piercing or slashing damage.
  • Fighting Style: Defense, +1AC.
  • Second Wind: Recover D10 + Fighter Level HP. Reset on short or long rest.
  • Action Surge: Can take one additional action and possible bonus action on top of initial turn. Resets on short or long rest.
  • Archetype: Samurai
    • Fighting Spirit: Starting at 3rd level, the might of your willpower can shield you and help you strike true. As a bonus action on your turn, you can give yourself two benefits: advantage on all attack rolls and resistance to bludgeoning, piercing, and slashing damage. These benefits last until the end of your next turn.You can use this feature three times. You regain all expended uses of it when you finish a short or long rest.


  • Chain mail
  • Longsword
  • Shield
  • Explorer’s pack:
    • Backpack
    • Bedroll
    • Mess kit
    • 10 pitons
    • 10 torches
    • Tinderbox
    • ~30 rations
    • Waterskin
    • 50ft hempen rope
  • 5 Ratmen tails
  • Trinket: Glass orb filled with water. Inside is a clockwork goldfish.

Platinum: 0
Gold: 25
Silver: 0
Copper: 0


Grew up in a modest household. Met her husband while doing odd jobs around town, which usually involved physical labour than fine motor control due to her clumsiness. Her husband owned one of the local taverns, so she helped out. While Minerva loved him, she wanted something more for her career. She got wind of a lucrative business deal from a shady character and naively accepted. The man swindled her and the dodgy man had some of his associates come to collect the debt. Her husband refused and was killed in the process of trying to protect her. Minerva escaped town and now hunts misleading scum that prey on the innocent. Having been burned in the past, she is wary of anyone that tries to gain her favour, but is loyal once they have gained her trust.

Trait: I note everything of value in a room
Trait: Slow to trust.
Ideal: Loyal to friends, not ideals (neutral).
Bond: Someone I loved died because of me.
Flaw: If there's a plan, I'll forget it. If I remember it, I'll ignore it.

Feature: Ear to the Ground
You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.

Notes on those who can and cannot be trusted:

  • Loknir: dead
  • Jac: +2
  • Yuri: +4
  • Helja: +2
  • Claud: -10 and dead
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