Kribnefka Teruntkerik, Kobold, Warlock 12 to Sorcerer 21.
"I'm pretty sure just being around us is an alignment hit."
A Kobold who began the revolution against the Chromatic Oppressors. Chairman of Kobolarus, a kobold-founded communist nation that allows immigrants of any race or religion. Currently engaged in fighting Tiamat. alongside Kurtulmak.
Chaotic Stupid: Even among the Half-Price Heroes. Case in point, Dressmar, the original owner of the greater rod of wonder, an item that could destroy enemies, is just as happy when it gives him a paint job, shrinks him, and creates leaves out of his body.
Bag of Holding: More like "bag of hoarding" for Sibas, who keeps EVERYTHING he sees, down to moldy rugs and silverware.
Comedic Sociopath: When presented with any obstacle at all, Sibas almost has to make a Will save not to Kill it with Fire. For example, during the filler pilot, he nuked a gang of more than a half-dozen commoners.
The Vamp: Oh, how she tries. Sadly, the Kobold standards of beauty are quite different from those of other races. Targets so far include a half-orc, dracula, Hong Meiling, a mute assassin, and Patchouli Knowledge.
A Half-Orc Half-Minotaur Half-Fey. Removed from the game due to balance issues. Died in Hell, and went on to build an afterlife more suited to his tastes- the Plane of Hitting Things, a constantly regenerating landscape which sends violent creatures at him.
Improbable Weapon User: Krezznorg's armaments have included a pirate ship, an orcish basketball (a 7.5 foot wide sphere of lead), a jail cell door, an orcish discus (a manhole cover),the corpse of a Pit Fiend, and the "KREZZNORG ROCKET FACE!".
Super Strength: Carries a ship around like a backpack. Takes part in numerous orcish sports, including Orcish Kickball, Orcish Soccer, Orcish Basketball, Orcish Fencing, and atomized an Pit Fiend with a single attack. Due to the way the digital character sheets work, his carrying capacity is listed as "Infinity."
Mentak the Magnificent (Changeling Wizard 5/Beholder Mage 1/Elemental Savant 10)
A money-obsessed changeling who has become a Gold Elemental through the Elemental Savant class. When someone said "money can't solve all your problems", he bought a ring of telekinesis and a sack of gold bullion, setting off to become an adventurer.
Chaotic Good: And one of the few characters to live up to this.
Instant Awesome, Just Add Dragons: His familiar is normally a Pyroclastic wyrmling... which he can change into other dragons or familiars thanks to a Changeling Wizard class feature.
Money Fetish: He bathes in it, lives in the most luxury he can reasonably afford, and has Spell Thematics (Money). This means his magic missiles are blasts of pennies, his Fireballs melting coins, and his Gust of Wind blows prommisory notes.
Botharug the Mighty (Kaorti Monk 6/Fiend of Possession 6/Legacy Champion 2)
"Who the hell do you think I am?!"
A Kaorti who possesses an iron golem called "The Crimson Face", which he combines with seemingly random objects (a castle, a mirror universe, a lake) to create new bodies. Before his forcible conversion, he was an orc living in a monastery. Afterward, he took up adventuring as a way to thwart the kaorti and do some good in the world. Carries a lead tent with him to avoid the harmful effects of the material plane.
Bare-Fisted Monk: A Martial Monk to be precise- he can use his ability to possess objects to become a ninja building as well.
Mood-Swinger: Based on which element(s) are being used at the time or, if none are being used at the moment, were most recently used. After regaining spells, though, the default personality, a contemplative curiosity, is restored until the next elemental song is played.
The Sneaky Guy: Although a bard, his ability to produce subsonic sounds that still allow him to transmit his magic, combined with his ability to perform underwater and to levitate, makes him the best member of the party for the job.
Manipulative Bastard: An illusionist and an enchanter makes for a strong confidence in one's ability to get their way, though he doesn't have the negative, "villainous" connotations that tend to come with the term.
Master of Illusion: Creates illusions of dense fog, a maze, an electrical cage, etc. to get the enemy to not see them, which then combos with Gladys' team True Seeing ability to let the party see them, making a one-way illusion.
Large Ham: His catchphrase includes "I have sampled the finest wines and ales of the thousand planes, I've delighted in our most beautiful groupies, climbed the tallest mountains, tasted the flesh of the most powerful bulls, lions, and sharks this world has to offer, and drink tiger blood with every meal…"
True Sight: Other than talking and shutting down enemy spellcasting, this is her main ability. She uses her Jarring Song to give herself and all of her allies True Seeing, which allows them to pierce the illusions that Harmon, or she herself, put up.
A group of adventurers with large chunks of missing memories.
Evahld, Son of Niel, Azurin Totemist 2
A law-seer from the tribes of Ice Barbarians at the far northeast of the Flanaess. He has trained under his village's shaman to gain a measure of the power of the Totemist, channeling the power of magical beasts and nature.
Steve Popo, Hugglelord of the Cuddlepits (Mr. Popo)
"I am the Iron Angel, the Hand of Dispater!"
Coup de Grâce: His M.O. is to paralyze his opponents with a critical hit with his +5 Vorpal/Paralytic Burst greatsword "Dark Angel's Hand" that divides into bastard swords (one with vorpal, then other with paralytic burst, with the one that is used by the greatsword being chosen whenever the two recombine) or his Lynxpaw (i.e. rapier + ball and chain), which he is especially likely to succeed in doing (he can threaten a crit on a two with the latter).
Note: The name is derived from an online poll on the show's Facebook page, which contained three options: Mr. Popo, Steve, and Hugglelord of the Cuddlepits. Since they all seemed to be almost as popular as one another, the Dungeon Master just made them all in his name.