~ Human Fighter, specifically specializing in unarmed and two weapon fighting. Favored weapons are hand crossbow, punching dagger, and scimitar.
~ Neutral Good: own set of rules/codes yet carefree as fuuuuck
~ Quirks: insisted on having an impala mount once he learned that they're basically huge gazelles. Has amazing bluff check but dice never back him up.
~ Elven Druid, Wolf animal companion. Skilled in combat yet relies heavily on magic to influence the battle feild. Fights in tandem with wolf. Favored weapons are shileliegh, long bow, and quarterstaff
~ Chaotic Good: free spirit, passionate, and rebellious
~ Quirk: is a linguist in game and can literally read/speak everything, animals included.
~ Half-elf Cleric, specializing in healing and purity domains. Trained to be a walking tank, his fighting style is defensive and involves countering his opponents every move. Favored weapon is his shield and long sword.
~ Lawful Good: not necessarily to the written laws of his church but more to his moral laws to himself.
~ Quirks: healing everyone, everything, everywhere, always. Also, tipping way more than is socially acceptable (that'll be 3 copper *hands 3 gold*)
~ Gnome Bard, specializing in comedy and storytelling. Uses buffs to aid his friends, sure, but most of his spells are for manipulating his foes and making them look like fools. But when forced into combat, has the ability to make mundane items deadly (actual feat in game)
~ Chaotic Neutral: willing to do anything to win over the audience and score some extra coin.
~ Quirks: always comes up with out of the box solutions that make the rest of the group, DM included, gape, but somehow they work out. Steals townsfolk left shoes and leaves them in other people's houses.
~ Human Wizard, universal school. Specializes in scroll crafting so he ALWAYS has spells prepared. Main combo are spells that hinder foes (grease on the floor to make them slip, webs to make them stuck) followed by elemental spells. If he has to be in combat, he uses a massive frying pan that Charlie allows him to use as a club, or a dagger.
~ Lawful Good: follows actual rules and calls the rest of them out on it when they don't abide.
~ Quirks: despite his skittish tendencies, he's addicted to playing bait because he always shocks the group with a clever spell to counter his assailants. And has no fear when it comes to bantering with the villain - he's actually more mouthy than Dean or Gabe when it comes only to people at least 4 difficulty ratings higher.
~ Elven Rogue, specifically built for sneak attacks and theft. She slips off and gets the jump on foes ridiculously well. Favored weapons are throwing knives and short bow.
~ Chaotic Neutral: bounty hunter and willing to do just about anything for coin.
~ Quirk: literally only playing for Cas and Kevin so she goes out of her way to make the town think the others are up to no good.
~ Halfling Monk, specialized in harnessing ki to enhance attacks, though tries to reason with everyone first. Fighting style involves making sure his attacks are nonlethal, unless the foe is unabashedly evil. Favored weapon fights unarmed only.
~ Neutral Good: does what's best by his own pacifist nature.
~ Quirks: becomes a Drunken Style monk off any hint of alcohol (because Charlie saw him drunk one time and need him to do it more).
~ Dwarven Barbarian, specialized in grappling. His rage abilities give him bonuses to grappling specifically. Favored weapon, should he need to throw out damage as opposed to incapacitating enemies, is the two handed hammer called Earth breaker and Great Axe.
~ Neutral Good: does good to the best of his ability
~ Quirk: total softy around Sam's wolf and children, and often wrestles with it and any orphans they meet in town. Group has to constantly keep him from adopting